// // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. #include "libGLESv2/main.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/FramebufferAttachment.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/State.h" #include "libGLESv2/renderer/d3d/ProgramD3D.h" #include "libGLESv2/renderer/d3d/ShaderD3D.h" #include "libGLESv2/renderer/d3d/TextureD3D.h" #include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h" #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" #include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h" #include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h" #include "libGLESv2/renderer/d3d/d3d11/Image11.h" #include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h" #include "libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h" #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h" #include "libGLESv2/renderer/d3d/VertexDataManager.h" #include "libGLESv2/renderer/d3d/IndexDataManager.h" #include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h" #include "libGLESv2/renderer/d3d/d3d11/Query11.h" #include "libGLESv2/renderer/d3d/d3d11/Fence11.h" #include "libGLESv2/renderer/d3d/d3d11/Blit11.h" #include "libGLESv2/renderer/d3d/d3d11/Clear11.h" #include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h" #include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h" #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h" #include "libGLESv2/renderer/d3d/RenderbufferD3D.h" #include "libEGL/Display.h" #include "common/utilities.h" #include "common/tls.h" #include #include // Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process // HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed. #ifndef ANGLE_SKIP_DXGI_1_2_CHECK #define ANGLE_SKIP_DXGI_1_2_CHECK 0 #endif #ifdef _DEBUG // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples // and conformance tests. to enable all warnings, remove this define. #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 #endif namespace rx { namespace { 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 }; // Does *not* increment the resource ref count!! ID3D11Resource *GetSRVResource(ID3D11ShaderResourceView *srv) { ID3D11Resource *resource = NULL; ASSERT(srv); srv->GetResource(&resource); resource->Release(); return resource; } } Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const egl::AttributeMap &attributes) : RendererD3D(display), mDc(hDc), mStateCache(this) { mVertexDataManager = NULL; mIndexDataManager = NULL; mLineLoopIB = NULL; mTriangleFanIB = NULL; mBlit = NULL; mPixelTransfer = NULL; mClear = NULL; mSyncQuery = NULL; mD3d11Module = NULL; mDxgiModule = NULL; mDeviceLost = false; mDevice = NULL; mDeviceContext = NULL; mDxgiAdapter = NULL; mDxgiFactory = NULL; mDriverConstantBufferVS = NULL; mDriverConstantBufferPS = NULL; mAppliedVertexShader = NULL; mAppliedGeometryShader = NULL; mCurPointGeometryShader = NULL; mAppliedPixelShader = NULL; EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE); EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE); if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11) { if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0); } } if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10) { if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1); } if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0); } } #if !defined(ANGLE_ENABLE_D3D9) if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9) { if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3); } if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2); } if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1) { mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1); } } #endif mDriverType = (attributes.get(EGL_PLATFORM_ANGLE_USE_WARP_ANGLE, EGL_FALSE) == EGL_TRUE) ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_HARDWARE; } Renderer11::~Renderer11() { release(); } Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) { ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer)); return static_cast(renderer); } #ifndef __d3d11_1_h__ #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) #endif EGLint Renderer11::initialize() { if (!mCompiler.initialize()) { return EGL_NOT_INITIALIZED; } #if !defined(ANGLE_ENABLE_WINDOWS_STORE) 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 HRESULT result = S_OK; #ifdef _DEBUG result = D3D11CreateDevice(NULL, mDriverType, NULL, D3D11_CREATE_DEVICE_DEBUG, mAvailableFeatureLevels.data(), mAvailableFeatureLevels.size(), 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, mDriverType, NULL, 0, mAvailableFeatureLevels.data(), mAvailableFeatureLevels.size(), 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_ENABLE_WINDOWS_STORE) static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED"); if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1")) { ID3D10Multithread *multithread; result = mDevice->QueryInterface(IID_PPV_ARGS(&multithread)); ASSERT(SUCCEEDED(result)); result = multithread->SetMultithreadProtected(true); ASSERT(SUCCEEDED(result)); multithread->Release(); } #if !ANGLE_SKIP_DXGI_1_2_CHECK // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required. // The easiest way to check is to query for a IDXGIDevice2. bool requireDXGI1_2 = false; HWND hwnd = WindowFromDC(mDc); if (hwnd) { DWORD currentProcessId = GetCurrentProcessId(); DWORD wndProcessId; GetWindowThreadProcessId(hwnd, &wndProcessId); requireDXGI1_2 = (currentProcessId != wndProcessId); } else { requireDXGI1_2 = true; } if (requireDXGI1_2) { IDXGIDevice2 *dxgiDevice2 = NULL; result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2); if (FAILED(result)) { ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n"); return EGL_NOT_INITIALIZED; } SafeRelease(dxgiDevice2); } #endif #endif IDXGIDevice *dxgiDevice = NULL; result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); if (FAILED(result)) { ERR("Could not query DXGI device - aborting!\n"); return EGL_NOT_INITIALIZED; } result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); if (FAILED(result)) { ERR("Could not retrieve DXGI adapter - aborting!\n"); return EGL_NOT_INITIALIZED; } SafeRelease(dxgiDevice); mDxgiAdapter->GetDesc(&mAdapterDescription); memset(mDescription, 0, sizeof(mDescription)); wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); if (!mDxgiFactory || FAILED(result)) { ERR("Could not create DXGI factory - aborting!\n"); return EGL_NOT_INITIALIZED; } // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) ID3D11InfoQueue *infoQueue; result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue); if (SUCCEEDED(result)) { D3D11_MESSAGE_ID hideMessages[] = { D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET }; D3D11_INFO_QUEUE_FILTER filter = {0}; filter.DenyList.NumIDs = ArraySize(hideMessages); filter.DenyList.pIDList = hideMessages; infoQueue->AddStorageFilterEntries(&filter); SafeRelease(infoQueue); } #endif initializeDevice(); return EGL_SUCCESS; } // do any one-time device initialization // NOTE: this is also needed after a device lost/reset // to reset the scene status and ensure the default states are reset. void Renderer11::initializeDevice() { mStateCache.initialize(mDevice); mInputLayoutCache.initialize(mDevice, mDeviceContext); ASSERT(!mVertexDataManager && !mIndexDataManager); mVertexDataManager = new VertexDataManager(this); mIndexDataManager = new IndexDataManager(this); ASSERT(!mBlit); mBlit = new Blit11(this); ASSERT(!mClear); mClear = new Clear11(this); ASSERT(!mPixelTransfer); mPixelTransfer = new PixelTransfer11(this); const gl::Caps &rendererCaps = getRendererCaps(); mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); mCurVertexSRVs.resize(rendererCaps.maxVertexTextureImageUnits); mCurPixelSRVs.resize(rendererCaps.maxTextureImageUnits); 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++) { const d3d11::DXGIFormat &renderTargetFormatInfo = d3d11::GetDXGIFormatInfo(RenderTargetFormats[formatIndex]); const gl::TextureCaps &renderTargetFormatCaps = getRendererTextureCaps().get(renderTargetFormatInfo.internalFormat); if (renderTargetFormatCaps.renderable) { for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) { const d3d11::DXGIFormat &depthStencilFormatInfo = d3d11::GetDXGIFormatInfo(DepthStencilFormats[depthStencilIndex]); const gl::TextureCaps &depthStencilFormatCaps = getRendererTextureCaps().get(depthStencilFormatInfo.internalFormat); if (depthStencilFormatCaps.renderable || DepthStencilFormats[depthStencilIndex] == DXGI_FORMAT_UNKNOWN) { ConfigDesc newConfig; newConfig.renderTargetFormat = renderTargetFormatInfo.internalFormat; newConfig.depthStencilFormat = depthStencilFormatInfo.internalFormat; newConfig.multiSample = 0; // FIXME: enumerate multi-sampling newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast newConfig.es3Capable = true; (*configDescList)[numConfigs++] = newConfig; } } } } return numConfigs; } void Renderer11::deleteConfigs(ConfigDesc *configDescList) { delete [] (configDescList); } gl::Error 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)); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result); } } mDeviceContext->End(mSyncQuery); mDeviceContext->Flush(); do { result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); } // Keep polling, but allow other threads to do something useful first Sleep(0); if (testDeviceLost(true)) { return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync."); } } while (result == S_FALSE); } else { mDeviceContext->Flush(); } return gl::Error(GL_NO_ERROR); } SwapChain *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) { return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat); } gl::Error Renderer11::generateSwizzle(gl::Texture *texture) { if (texture) { TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation()); ASSERT(textureD3D); TextureStorage *texStorage = textureD3D->getNativeTexture(); if (texStorage) { TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage); gl::Error error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed, texture->getSamplerState().swizzleGreen, texture->getSamplerState().swizzleBlue, texture->getSamplerState().swizzleAlpha); if (error.isError()) { return error; } } } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam) { // Make sure to add the level offset for our tiny compressed texture workaround TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation()); gl::SamplerState samplerStateInternal = samplerStateParam; samplerStateInternal.baseLevel += textureD3D->getNativeTexture()->getTopLevel(); if (type == gl::SAMPLER_PIXEL) { ASSERT(static_cast(index) < getRendererCaps().maxTextureImageUnits); if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = NULL; gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState); if (error.isError()) { return error; } ASSERT(dxSamplerState != NULL); mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); mCurPixelSamplerStates[index] = samplerStateInternal; } mForceSetPixelSamplerStates[index] = false; } else if (type == gl::SAMPLER_VERTEX) { ASSERT(static_cast(index) < getRendererCaps().maxVertexTextureImageUnits); if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = NULL; gl::Error error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState); if (error.isError()) { return error; } ASSERT(dxSamplerState != NULL); mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); mCurVertexSamplerStates[index] = samplerStateInternal; } mForceSetVertexSamplerStates[index] = false; } else UNREACHABLE(); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) { ID3D11ShaderResourceView *textureSRV = NULL; if (texture) { TextureD3D *textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation()); TextureStorage *texStorage = textureImpl->getNativeTexture(); ASSERT(texStorage != NULL); TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage); // Make sure to add the level offset for our tiny compressed texture workaround gl::SamplerState samplerState = texture->getSamplerState(); samplerState.baseLevel += storage11->getTopLevel(); gl::Error error = storage11->getSRV(samplerState, &textureSRV); if (error.isError()) { return error; } // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly // missing the shader resource view ASSERT(textureSRV != NULL); textureImpl->resetDirty(); } ASSERT((type == gl::SAMPLER_PIXEL && static_cast(index) < getRendererCaps().maxTextureImageUnits) || (type == gl::SAMPLER_VERTEX && static_cast(index) < getRendererCaps().maxVertexTextureImageUnits)); setShaderResource(type, index, textureSRV); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) { for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++) { const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex]; if (uniformBuffer) { Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation()); ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM); if (!constantBuffer) { return gl::Error(GL_OUT_OF_MEMORY); } if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial()) { mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex, 1, &constantBuffer); mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial(); } } } for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++) { const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex]; if (uniformBuffer) { Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation()); ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM); if (!constantBuffer) { return gl::Error(GL_OUT_OF_MEMORY); } if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial()) { mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex, 1, &constantBuffer); mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial(); } } } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) { if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) { ID3D11RasterizerState *dxRasterState = NULL; gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState); if (error.isError()) { return error; } mDeviceContext->RSSetState(dxRasterState); mCurRasterState = rasterState; } mForceSetRasterState = false; return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask) { if (mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 || sampleMask != mCurSampleMask) { ID3D11BlendState *dxBlendState = NULL; gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState); if (error.isError()) { return error; } ASSERT(dxBlendState != NULL); 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; return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW) { if (mForceSetDepthStencilState || memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) { ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask); ASSERT(stencilRef == stencilBackRef); ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask); ID3D11DepthStencilState *dxDepthStencilState = NULL; gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState); if (error.isError()) { return error; } ASSERT(dxDepthStencilState); // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF); META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF); UINT dxStencilRef = std::min(stencilRef, 0xFFu); mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef); mCurDepthStencilState = depthStencilState; mCurStencilRef = stencilRef; mCurStencilBackRef = stencilBackRef; } mForceSetDepthStencilState = false; return gl::Error(GL_NO_ERROR); } 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; } void Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport) { gl::Rectangle actualViewport = viewport; float actualZNear = gl::clamp01(zNear); float actualZFar = gl::clamp01(zFar); if (ignoreViewport) { actualViewport.x = 0; actualViewport.y = 0; actualViewport.width = mRenderTargetDesc.width; actualViewport.height = mRenderTargetDesc.height; actualZNear = 0.0f; actualZFar = 1.0f; } const gl::Caps& caps = getRendererCaps(); // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds D3D11_VIEWPORT dxViewport; dxViewport.TopLeftX = gl::clamp(actualViewport.x, -static_cast(caps.maxViewportWidth), static_cast(caps.maxViewportWidth)); dxViewport.TopLeftY = gl::clamp(actualViewport.y, -static_cast(caps.maxViewportHeight), static_cast(caps.maxViewportHeight)); dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast(caps.maxViewportWidth - dxViewport.TopLeftX)); dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast(caps.maxViewportHeight - dxViewport.TopLeftY)); dxViewport.MinDepth = actualZNear; dxViewport.MaxDepth = actualZFar; 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; } bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) { D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; GLsizei minCount = 0; switch (mode) { case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; // emulate fans via rewriting index buffer case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; default: UNREACHABLE(); return false; } if (primitiveTopology != mCurrentPrimitiveTopology) { mDeviceContext->IASetPrimitiveTopology(primitiveTopology); mCurrentPrimitiveTopology = primitiveTopology; } return count >= minCount; } void Renderer11::unsetSRVsWithResource(gl::SamplerType samplerType, const ID3D11Resource *resource) { std::vector ¤tSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs); for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex) { ID3D11ShaderResourceView *srv = currentSRVs[resourceIndex]; if (srv && GetSRVResource(srv) == resource) { setShaderResource(samplerType, static_cast(resourceIndex), NULL); } } } gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer) { // Get the color render buffer and serial // Also extract the render target dimensions and view 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; const gl::ColorbufferInfo &colorbuffers = framebuffer->getColorbuffersForRender(getWorkarounds()); for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) { gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; if (colorbuffer) { // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) // 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 gl::Error(GL_NO_ERROR); } renderTargetSerials[colorAttachment] = GetAttachmentSerial(colorbuffer); // Extract the render target dimensions and view RenderTarget11 *renderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget); if (error.isError()) { return error; } ASSERT(renderTarget); framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); ASSERT(framebufferRTVs[colorAttachment]); if (missingColorRenderTarget) { renderTargetWidth = colorbuffer->getWidth(); renderTargetHeight = colorbuffer->getHeight(); renderTargetFormat = colorbuffer->getActualFormat(); missingColorRenderTarget = false; } #if !defined(NDEBUG) // Unbind render target SRVs from the shader here to prevent D3D11 warnings. ID3D11Resource *renderTargetResource = renderTarget->getTexture(); unsetSRVsWithResource(gl::SAMPLER_VERTEX, renderTargetResource); unsetSRVsWithResource(gl::SAMPLER_PIXEL, renderTargetResource); #endif } } // Get the depth stencil render buffter and serials gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer(); unsigned int depthbufferSerial = 0; unsigned int stencilbufferSerial = 0; if (depthStencil) { depthbufferSerial = GetAttachmentSerial(depthStencil); } else if (framebuffer->getStencilbuffer()) { depthStencil = framebuffer->getStencilbuffer(); stencilbufferSerial = GetAttachmentSerial(depthStencil); } ID3D11DepthStencilView* framebufferDSV = NULL; if (depthStencil) { RenderTarget11 *depthStencilRenderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget); if (error.isError()) { SafeRelease(framebufferRTVs); return error; } ASSERT(depthStencilRenderTarget); framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); ASSERT(framebufferDSV); // If there is no render buffer, the width, height and format values come from // the depth stencil if (missingColorRenderTarget) { renderTargetWidth = depthStencil->getWidth(); renderTargetHeight = depthStencil->getHeight(); renderTargetFormat = depthStencil->getActualFormat(); } } // Apply the render target and depth stencil if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || depthbufferSerial != mAppliedDepthbufferSerial || stencilbufferSerial != mAppliedStencilbufferSerial) { mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV); mRenderTargetDesc.width = renderTargetWidth; mRenderTargetDesc.height = renderTargetHeight; mRenderTargetDesc.format = renderTargetFormat; mForceSetViewport = true; mForceSetScissor = true; mForceSetBlendState = true; if (!mDepthStencilInitialized) { mForceSetRasterState = true; } for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) { mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; } mAppliedDepthbufferSerial = depthbufferSerial; mAppliedStencilbufferSerial = stencilbufferSerial; mRenderTargetDescInitialized = true; mDepthStencilInitialized = true; } invalidateFramebufferSwizzles(framebuffer); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances) { TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances); if (error.isError()) { return error; } return mInputLayoutCache.applyVertexBuffers(attributes, state.getCurrentProgramBinary()); } gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) { gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); if (error.isError()) { return error; } ID3D11Buffer *buffer = NULL; DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; if (indexInfo->storage) { Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage); buffer = storage->getBuffer(BUFFER_USAGE_INDEX); } else { IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); buffer = indexBuffer->getBuffer(); } if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset) { mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset); mAppliedIB = buffer; mAppliedIBFormat = bufferFormat; mAppliedIBOffset = indexInfo->startOffset; } return gl::Error(GL_NO_ERROR); } void Renderer11::applyTransformFeedbackBuffers(const gl::State& state) { size_t numXFBBindings = state.getTransformFeedbackBufferIndexRange(); ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS); bool requiresUpdate = false; for (size_t i = 0; i < numXFBBindings; i++) { gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i); GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i); ID3D11Buffer *d3dBuffer = NULL; if (curXFBBuffer) { Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation()); d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); } // TODO: mAppliedTFBuffers and friends should also be kept in a vector. if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i]) { requiresUpdate = true; } } if (requiresUpdate) { for (size_t i = 0; i < numXFBBindings; ++i) { gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i); GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i); if (curXFBBuffer) { Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation()); ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer && mAppliedTFOffsets[i] != curXFBOffset) ? static_cast(curXFBOffset) : -1; mAppliedTFBuffers[i] = d3dBuffer; } else { mAppliedTFBuffers[i] = NULL; mCurrentD3DOffsets[i] = 0; } mAppliedTFOffsets[i] = curXFBOffset; } mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets); } } gl::Error Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) { if (mode == GL_POINTS && transformFeedbackActive) { // Since point sprites are generated with a geometry shader, too many vertices will // be written if transform feedback is active. To work around this, draw only the points // with the stream out shader and no pixel shader to feed the stream out buffers and then // draw again with the point sprite geometry shader to rasterize the point sprites. mDeviceContext->PSSetShader(NULL, NULL, 0); if (instances > 0) { mDeviceContext->DrawInstanced(count, instances, 0, 0); } else { mDeviceContext->Draw(count, 0); } mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0); mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0); if (instances > 0) { mDeviceContext->DrawInstanced(count, instances, 0, 0); } else { mDeviceContext->Draw(count, 0); } mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0); return gl::Error(GL_NO_ERROR); } else if (mode == GL_LINE_LOOP) { return drawLineLoop(count, GL_NONE, NULL, 0, NULL); } else if (mode == GL_TRIANGLE_FAN) { return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); } else if (instances > 0) { mDeviceContext->DrawInstanced(count, instances, 0, 0); return gl::Error(GL_NO_ERROR); } else { mDeviceContext->Draw(count, 0); return gl::Error(GL_NO_ERROR); } } gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) { int minIndex = static_cast(indexInfo.indexRange.start); if (mode == GL_LINE_LOOP) { return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer); } else if (mode == GL_TRIANGLE_FAN) { return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances); } else if (instances > 0) { mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0); return gl::Error(GL_NO_ERROR); } else { mDeviceContext->DrawIndexed(count, 0, -minIndex); return gl::Error(GL_NO_ERROR); } } template static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data) { switch (type) { case GL_NONE: // Non-indexed draw for (int i = 0; i < count; i++) { data[i] = i; } data[count] = 0; break; case GL_UNSIGNED_BYTE: for (int i = 0; i < count; i++) { data[i] = static_cast(indices)[i]; } data[count] = static_cast(indices)[0]; break; case GL_UNSIGNED_SHORT: for (int i = 0; i < count; i++) { data[i] = static_cast(indices)[i]; } data[count] = static_cast(indices)[0]; break; case GL_UNSIGNED_INT: for (int i = 0; i < count; i++) { data[i] = static_cast(indices)[i]; } data[count] = static_cast(indices)[0]; break; default: UNREACHABLE(); } } template static void fillTriangleFanIndices(GLenum type, unsigned int numTris, const GLvoid *indices, T *data) { switch (type) { case GL_NONE: // Non-indexed draw for (unsigned int i = 0; i < numTris; i++) { data[i*3 + 0] = 0; data[i*3 + 1] = i + 1; data[i*3 + 2] = i + 2; } break; case GL_UNSIGNED_BYTE: for (unsigned int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast(indices)[0]; data[i*3 + 1] = static_cast(indices)[i + 1]; data[i*3 + 2] = static_cast(indices)[i + 2]; } break; case GL_UNSIGNED_SHORT: for (unsigned int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast(indices)[0]; data[i*3 + 1] = static_cast(indices)[i + 1]; data[i*3 + 2] = static_cast(indices)[i + 2]; } break; case GL_UNSIGNED_INT: for (unsigned int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast(indices)[0]; data[i*3 + 1] = static_cast(indices)[i + 1]; data[i*3 + 2] = static_cast(indices)[i + 2]; } break; default: UNREACHABLE(); } } gl::Error 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) { BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer); intptr_t offset = reinterpret_cast(indices); const uint8_t *bufferData = NULL; gl::Error error = storage->getData(&bufferData); if (error.isError()) { return error; } indices = bufferData + offset; } // TODO: some level 9 hardware supports 32-bit indices; test and store support instead const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); if (error.isError()) { SafeDelete(mLineLoopIB); return error; } } // Checked by Renderer11::applyPrimitiveType ASSERT(count >= 0); int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); if (static_cast(count) + 1 > (std::numeric_limits::max() / indexTypeSize)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); } const unsigned int spaceNeeded = (static_cast(count) + 1) * sizeof(unsigned int); gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); if (error.isError()) { return error; } void* mappedMemory = NULL; unsigned int offset; error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); if (error.isError()) { return error; } if (indexType == GL_UNSIGNED_SHORT) fillLineLoopIndices(type, count, indices, reinterpret_cast(mappedMemory)); else fillLineLoopIndices(type, count, indices, reinterpret_cast(mappedMemory)); unsigned int indexBufferOffset = offset; error = mLineLoopIB->unmapBuffer(); if (error.isError()) { return error; } IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset) { mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset); mAppliedIB = d3dIndexBuffer; mAppliedIBFormat = indexFormat; mAppliedIBOffset = indexBufferOffset; } mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); return gl::Error(GL_NO_ERROR); } gl::Error 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) { BufferD3D *storage = BufferD3D::makeFromBuffer(elementArrayBuffer); intptr_t offset = reinterpret_cast(indices); const uint8_t *bufferData = NULL; gl::Error error = storage->getData(&bufferData); if (error.isError()) { return error; } indices = bufferData + offset; } const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; if (!mTriangleFanIB) { mTriangleFanIB = new StreamingIndexBufferInterface(this); gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); if (error.isError()) { SafeDelete(mTriangleFanIB); return error; } } // Checked by Renderer11::applyPrimitiveType ASSERT(count >= 3); const unsigned int numTris = count - 2; int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); if (numTris > (std::numeric_limits::max() / (indexTypeSize * 3))) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); } const unsigned int spaceNeeded = (numTris * 3) * indexTypeSize; gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType); if (error.isError()) { return error; } void* mappedMemory = NULL; unsigned int offset; error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); if (error.isError()) { return error; } if (indexType == GL_UNSIGNED_SHORT) fillTriangleFanIndices(type, numTris, indices, reinterpret_cast(mappedMemory)); else fillTriangleFanIndices(type, numTris, indices, reinterpret_cast(mappedMemory)); unsigned int indexBufferOffset = offset; error = mTriangleFanIB->unmapBuffer(); if (error.isError()) { return error; } IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset) { mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset); mAppliedIB = d3dIndexBuffer; mAppliedIBFormat = indexFormat; mAppliedIBOffset = indexBufferOffset; } if (instances > 0) { mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); } else { mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive) { ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(programBinary->getImplementation()); ShaderExecutable *vertexExe = NULL; gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe); if (error.isError()) { return error; } ShaderExecutable *pixelExe = NULL; error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe); if (error.isError()) { return error; } ShaderExecutable *geometryExe = programD3D->getGeometryExecutable(); ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL); ID3D11PixelShader *pixelShader = NULL; // Skip pixel shader if we're doing rasterizer discard. if (!rasterizerDiscard) { pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL); } ID3D11GeometryShader *geometryShader = NULL; if (transformFeedbackActive) { geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL); } else if (mCurRasterState.pointDrawMode) { geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL); } bool dirtyUniforms = false; if (vertexShader != mAppliedVertexShader) { mDeviceContext->VSSetShader(vertexShader, NULL, 0); mAppliedVertexShader = vertexShader; dirtyUniforms = true; } if (geometryShader != mAppliedGeometryShader) { mDeviceContext->GSSetShader(geometryShader, NULL, 0); mAppliedGeometryShader = geometryShader; dirtyUniforms = true; } if (geometryExe && mCurRasterState.pointDrawMode) { mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); } else { mCurPointGeometryShader = NULL; } if (pixelShader != mAppliedPixelShader) { mDeviceContext->PSSetShader(pixelShader, NULL, 0); mAppliedPixelShader = pixelShader; dirtyUniforms = true; } if (dirtyUniforms) { programD3D->dirtyAllUniforms(); } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector &uniformArray) { unsigned int totalRegisterCountVS = 0; unsigned int totalRegisterCountPS = 0; bool vertexUniformsDirty = false; bool pixelUniformsDirty = false; for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++) { const gl::LinkedUniform &uniform = *uniformArray[uniformIndex]; if (uniform.isReferencedByVertexShader() && !uniform.isSampler()) { totalRegisterCountVS += uniform.registerCount; vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty); } if (uniform.isReferencedByFragmentShader() && !uniform.isSampler()) { totalRegisterCountPS += uniform.registerCount; pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty); } } const ProgramD3D *programD3D = ProgramD3D::makeProgramD3D(&program); const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage()); const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage()); ASSERT(vertexUniformStorage); ASSERT(fragmentUniformStorage); ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer(); ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer(); float (*mapVS)[4] = NULL; float (*mapPS)[4] = NULL; if (totalRegisterCountVS > 0 && vertexUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mapVS = (float(*)[4])map.pData; } if (totalRegisterCountPS > 0 && pixelUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mapPS = (float(*)[4])map.pData; } for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++) { gl::LinkedUniform *uniform = uniformArray[uniformIndex]; if (!uniform->isSampler()) { unsigned int componentCount = (4 - uniform->registerElement); // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would // overwrite previously written regions of memory. if (uniform->isReferencedByVertexShader() && mapVS) { memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount); } if (uniform->isReferencedByFragmentShader() && mapPS) { memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount); } } } if (mapVS) { mDeviceContext->Unmap(vertexConstantBuffer, 0); } if (mapPS) { mDeviceContext->Unmap(pixelConstantBuffer, 0); } if (mCurrentVertexConstantBuffer != vertexConstantBuffer) { mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); mCurrentVertexConstantBuffer = vertexConstantBuffer; } if (mCurrentPixelConstantBuffer != pixelConstantBuffer) { mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); mCurrentPixelConstantBuffer = pixelConstantBuffer; } // Driver uniforms if (!mDriverConstantBufferVS) { D3D11_BUFFER_DESC constantBufferDescription = {0}; constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription.CPUAccessFlags = 0; constantBufferDescription.MiscFlags = 0; constantBufferDescription.StructureByteStride = 0; HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); } if (!mDriverConstantBufferPS) { D3D11_BUFFER_DESC constantBufferDescription = {0}; constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription.CPUAccessFlags = 0; constantBufferDescription.MiscFlags = 0; constantBufferDescription.StructureByteStride = 0; HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); } if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) { mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); } if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) { mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); } // needed for the point sprite geometry shader if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) { mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer) { gl::Error error = mClear->clearFramebuffer(clearParams, frameBuffer); if (error.isError()) { return error; } invalidateFramebufferSwizzles(frameBuffer); return gl::Error(GL_NO_ERROR); } 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; ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size()); for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId) { mForceSetVertexSamplerStates[vsamplerId] = true; } ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size()); for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId) { mForceSetPixelSamplerStates[fsamplerId] = true; } mForceSetBlendState = true; mForceSetRasterState = true; mForceSetDepthStencilState = true; mForceSetScissor = true; mForceSetViewport = true; mAppliedIB = NULL; mAppliedIBFormat = DXGI_FORMAT_UNKNOWN; mAppliedIBOffset = 0; mAppliedVertexShader = NULL; mAppliedGeometryShader = NULL; mCurPointGeometryShader = NULL; mAppliedPixelShader = NULL; for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) { mAppliedTFBuffers[i] = NULL; mAppliedTFOffsets[i] = 0; } memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); mInputLayoutCache.markDirty(); for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++) { mCurrentConstantBufferVS[i] = -1; mCurrentConstantBufferPS[i] = -1; } mCurrentVertexConstantBuffer = NULL; mCurrentPixelConstantBuffer = NULL; mCurrentGeometryConstantBuffer = NULL; mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; } void Renderer11::releaseDeviceResources() { mStateCache.clear(); mInputLayoutCache.clear(); SafeDelete(mVertexDataManager); SafeDelete(mIndexDataManager); SafeDelete(mLineLoopIB); SafeDelete(mTriangleFanIB); SafeDelete(mBlit); SafeDelete(mClear); SafeDelete(mPixelTransfer); SafeRelease(mDriverConstantBufferVS); SafeRelease(mDriverConstantBufferPS); SafeRelease(mSyncQuery); } void Renderer11::notifyDeviceLost() { mDeviceLost = true; mDisplay->notifyDeviceLost(); } bool Renderer11::isDeviceLost() { return mDeviceLost; } // set notify to true to broadcast a message to all contexts of the device loss bool Renderer11::testDeviceLost(bool notify) { bool isLost = false; // GetRemovedReason is used to test if the device is removed HRESULT result = mDevice->GetDeviceRemovedReason(); isLost = d3d11::isDeviceLostError(result); if (isLost) { // Log error if this is a new device lost event if (mDeviceLost == false) { ERR("The D3D11 device was removed: 0x%08X", result); } // ensure we note the device loss -- // we'll probably get this done again by notifyDeviceLost // but best to remember it! // Note that we don't want to clear the device loss status here // -- this needs to be done by resetDevice mDeviceLost = true; if (notify) { notifyDeviceLost(); } } return isLost; } bool Renderer11::testDeviceResettable() { // determine if the device is resettable by creating a dummy device PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); if (D3D11CreateDevice == NULL) { return false; } ID3D11Device* dummyDevice; D3D_FEATURE_LEVEL dummyFeatureLevel; ID3D11DeviceContext* dummyContext; HRESULT result = D3D11CreateDevice(NULL, mDriverType, NULL, #if defined(_DEBUG) D3D11_CREATE_DEVICE_DEBUG, #else 0, #endif mAvailableFeatureLevels.data(), mAvailableFeatureLevels.size(), D3D11_SDK_VERSION, &dummyDevice, &dummyFeatureLevel, &dummyContext); if (!mDevice || FAILED(result)) { return false; } SafeRelease(dummyContext); SafeRelease(dummyDevice); return true; } void Renderer11::release() { releaseShaderCompiler(); releaseDeviceResources(); SafeRelease(mDxgiFactory); SafeRelease(mDxgiAdapter); if (mDeviceContext) { mDeviceContext->ClearState(); mDeviceContext->Flush(); SafeRelease(mDeviceContext); } SafeRelease(mDevice); if (mD3d11Module) { FreeLibrary(mD3d11Module); mD3d11Module = NULL; } if (mDxgiModule) { FreeLibrary(mDxgiModule); mDxgiModule = NULL; } mCompiler.release(); } bool Renderer11::resetDevice() { // recreate everything release(); EGLint result = initialize(); if (result != EGL_SUCCESS) { ERR("Could not reinitialize D3D11 device: %08X", result); return false; } mDeviceLost = false; return true; } DWORD Renderer11::getAdapterVendor() const { return mAdapterDescription.VendorId; } std::string Renderer11::getRendererDescription() const { std::ostringstream rendererString; rendererString << mDescription; rendererString << " Direct3D11"; rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); return rendererString.str(); } GUID Renderer11::getAdapterIdentifier() const { // Use the adapter LUID as our adapter ID // This number is local to a machine is only guaranteed to be unique between restarts META_ASSERT(sizeof(LUID) <= sizeof(GUID)); GUID adapterId = {0}; memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); return adapterId; } unsigned int Renderer11::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::getReservedVertexUniformBuffers() const { // we reserve one buffer for the application uniforms, and one for driver uniforms return 2; } unsigned int Renderer11::getReservedFragmentUniformBuffers() const { // we reserve one buffer for the application uniforms, and one for driver uniforms return 2; } bool Renderer11::getShareHandleSupport() const { // We only currently support share handles with BGRA surfaces, because // chrome needs BGRA. Once chrome fixes this, we should always support them. // PIX doesn't seem to support using share handles, so disable them. return getRendererExtensions().textureFormatBGRA8888 && !gl::perfActive(); } bool Renderer11::getPostSubBufferSupport() const { // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. return false; } int Renderer11::getMajorShaderModel() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MAJOR_VERSION; // 4 default: UNREACHABLE(); return 0; } } int Renderer11::getMinorShaderModel() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 case D3D_FEATURE_LEVEL_10_0: case D3D_FEATURE_LEVEL_9_3: case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MINOR_VERSION; // 0 default: UNREACHABLE(); return 0; } } int Renderer11::getMinSwapInterval() const { return 0; } int Renderer11::getMaxSwapInterval() const { return 4; } gl::Error Renderer11::copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) { gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); ASSERT(colorbuffer); RenderTarget11 *sourceRenderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget); if (error.isError()) { return error; } ASSERT(sourceRenderTarget); ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); ASSERT(source); TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage); ASSERT(storage11); gl::ImageIndex index = gl::ImageIndex::Make2D(level); RenderTarget *destRenderTarget = NULL; error = storage11->getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } ASSERT(destRenderTarget); ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView(); ASSERT(dest); gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1); gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1); // Use nearest filtering because source and destination are the same size for the direct // copy mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); if (error.isError()) { return error; } storage11->invalidateSwizzleCacheLevel(level); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) { gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); ASSERT(colorbuffer); RenderTarget11 *sourceRenderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget); if (error.isError()) { return error; } ASSERT(sourceRenderTarget); ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); ASSERT(source); TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage); ASSERT(storage11); gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); RenderTarget *destRenderTarget = NULL; error = storage11->getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } ASSERT(destRenderTarget); ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView(); ASSERT(dest); gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1); gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1); // Use nearest filtering because source and destination are the same size for the direct // copy error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); if (error.isError()) { return error; } storage11->invalidateSwizzleCacheLevel(level); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) { gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); ASSERT(colorbuffer); RenderTarget11 *sourceRenderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget); if (error.isError()) { return error; } ASSERT(sourceRenderTarget); ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); ASSERT(source); TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage); ASSERT(storage11); gl::ImageIndex index = gl::ImageIndex::Make3D(level, zOffset); RenderTarget *destRenderTarget = NULL; error = storage11->getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } ASSERT(destRenderTarget); ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView(); ASSERT(dest); gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1); gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1); // Use nearest filtering because source and destination are the same size for the direct // copy error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); if (error.isError()) { return error; } storage11->invalidateSwizzleCacheLevel(level); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) { gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); ASSERT(colorbuffer); RenderTarget11 *sourceRenderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget); if (error.isError()) { return error; } ASSERT(sourceRenderTarget); ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); ASSERT(source); TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage); ASSERT(storage11); gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, zOffset); RenderTarget *destRenderTarget = NULL; error = storage11->getRenderTarget(index, &destRenderTarget); if (error.isError()) { return error; } ASSERT(destRenderTarget); ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView(); ASSERT(dest); gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1); gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1); // Use nearest filtering because source and destination are the same size for the direct // copy error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); if (error.isError()) { return error; } storage11->invalidateSwizzleCacheLevel(level); return gl::Error(GL_NO_ERROR); } void Renderer11::unapplyRenderTargets() { setOneTimeRenderTarget(NULL); } void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) { ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; rtvArray[0] = renderTargetView; mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL); // Do not preserve the serial for this one-time-use render target for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) { mAppliedRenderTargetSerials[rtIndex] = 0; } } gl::Error Renderer11::createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT) { SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); *outRT = new SurfaceRenderTarget11(swapChain11, depth); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT) { const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format); const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format); GLuint supportedSamples = textureCaps.getNearestSamples(samples); if (width > 0 && height > 0) { // Create texture resource D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = formatInfo.texFormat; desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; // If a rendertarget or depthstencil format exists for this texture format, // we'll flag it to allow binding that way. Shader resource views are a little // more complicated. bool bindRTV = false, bindDSV = false, bindSRV = false; bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN); bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN); if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) { // Multisample targets flagged for binding as depth stencil cannot also be // flagged for binding as SRV, so make certain not to add the SRV flag for // these targets. bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1); } desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) | (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) | (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0); // The format must be either an RTV or a DSV ASSERT(bindRTV != bindDSV); ID3D11Texture2D *texture = NULL; HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result); } ID3D11ShaderResourceView *srv = NULL; if (bindSRV) { D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = formatInfo.srvFormat; srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = 1; result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result); } } if (bindDSV) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = formatInfo.dsvFormat; dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = 0; ID3D11DepthStencilView *dsv = NULL; result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result); } *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples); SafeRelease(dsv); } else if (bindRTV) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = formatInfo.rtvFormat; rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; rtvDesc.Texture2D.MipSlice = 0; ID3D11RenderTargetView *rtv = NULL; result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result); } if (formatInfo.dataInitializerFunction != NULL) { const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; mDeviceContext->ClearRenderTargetView(rtv, clearValues); } *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples); SafeRelease(rtv); } else { UNREACHABLE(); } SafeRelease(texture); SafeRelease(srv); } else { *outRT = new TextureRenderTarget11(reinterpret_cast(NULL), NULL, NULL, format, width, height, 1, supportedSamples); } return gl::Error(GL_NO_ERROR); } ShaderImpl *Renderer11::createShader(const gl::Data &data, GLenum type) { return new ShaderD3D(data, type, this); } ProgramImpl *Renderer11::createProgram() { return new ProgramD3D(this); } void Renderer11::releaseShaderCompiler() { ShaderD3D::releaseCompiler(); } gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, ShaderExecutable **outExecutable) { switch (type) { case SHADER_VERTEX: { ID3D11VertexShader *vertexShader = NULL; ID3D11GeometryShader *streamOutShader = NULL; HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result); } if (transformFeedbackVaryings.size() > 0) { std::vector soDeclaration; for (size_t i = 0; i < transformFeedbackVaryings.size(); i++) { const gl::LinkedVarying &varying = transformFeedbackVaryings[i]; GLenum transposedType = gl::TransposeMatrixType(varying.type); for (size_t j = 0; j < varying.semanticIndexCount; j++) { D3D11_SO_DECLARATION_ENTRY entry = { 0 }; entry.Stream = 0; entry.SemanticName = varying.semanticName.c_str(); entry.SemanticIndex = varying.semanticIndex + j; entry.StartComponent = 0; entry.ComponentCount = gl::VariableColumnCount(transposedType); entry.OutputSlot = (separatedOutputBuffers ? i : 0); soDeclaration.push_back(entry); } } result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(), NULL, 0, 0, NULL, &streamOutShader); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result); } } *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader); } break; case SHADER_PIXEL: { ID3D11PixelShader *pixelShader = NULL; HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result); } *outExecutable = new ShaderExecutable11(function, length, pixelShader); } break; case SHADER_GEOMETRY: { ID3D11GeometryShader *geometryShader = NULL; HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result); } *outExecutable = new ShaderExecutable11(function, length, geometryShader); } break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, D3DWorkaroundType workaround, ShaderExecutable **outExectuable) { const char *profileType = NULL; switch (type) { case SHADER_VERTEX: profileType = "vs"; break; case SHADER_PIXEL: profileType = "ps"; break; case SHADER_GEOMETRY: profileType = "gs"; break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); } unsigned int profileMajorVersion = 0; unsigned int profileMinorVersion = 0; const char *profileSuffix = NULL; switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: profileMajorVersion = 5; profileMinorVersion = 0; break; case D3D_FEATURE_LEVEL_10_1: profileMajorVersion = 4; profileMinorVersion = 1; break; case D3D_FEATURE_LEVEL_10_0: profileMajorVersion = 4; profileMinorVersion = 0; break; case D3D_FEATURE_LEVEL_9_3: profileMajorVersion = 4; profileMinorVersion = 0; profileSuffix = "_level_9_3"; break; case D3D_FEATURE_LEVEL_9_2: profileMajorVersion = 4; profileMinorVersion = 0; profileSuffix = "_level_9_2"; break; case D3D_FEATURE_LEVEL_9_1: profileMajorVersion = 4; profileMinorVersion = 0; profileSuffix = "_level_9_1"; break; break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION); } std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion); if (profileSuffix) profile += profileSuffix; UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2; if (gl::perfActive()) { #ifndef NDEBUG flags = D3DCOMPILE_SKIP_OPTIMIZATION; #endif flags |= D3DCOMPILE_DEBUG; } // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. // Try the default flags first and if compilation fails, try some alternatives. std::vector configs; configs.push_back(CompileConfig(flags, "default" )); configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" )); configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization")); D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} }; ID3DBlob *binary = NULL; std::string debugInfo; gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo); if (error.isError()) { return error; } // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK. if (!binary) { *outExectuable = NULL; return gl::Error(GL_NO_ERROR); } error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, transformFeedbackVaryings, separatedOutputBuffers, outExectuable); SafeRelease(binary); if (error.isError()) { return error; } if (!debugInfo.empty()) { (*outExectuable)->appendDebugInfo(debugInfo); } return gl::Error(GL_NO_ERROR); } UniformStorage *Renderer11::createUniformStorage(size_t storageSize) { return new UniformStorage11(this, storageSize); } VertexBuffer *Renderer11::createVertexBuffer() { return new VertexBuffer11(this); } IndexBuffer *Renderer11::createIndexBuffer() { return new IndexBuffer11(this); } BufferImpl *Renderer11::createBuffer() { return new Buffer11(this); } VertexArrayImpl *Renderer11::createVertexArray() { return new VertexArray11(this); } QueryImpl *Renderer11::createQuery(GLenum type) { return new Query11(this, type); } FenceNVImpl *Renderer11::createFenceNV() { return new FenceNV11(this); } FenceSyncImpl *Renderer11::createFenceSync() { return new FenceSync11(this); } TransformFeedbackImpl* Renderer11::createTransformFeedback() { return new TransformFeedbackD3D(); } bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const { ASSERT(getRendererExtensions().pixelBufferObject); const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat); const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat); // sRGB formats do not work with D3D11 buffer SRVs if (internalFormatInfo.colorEncoding == GL_SRGB) { return false; } // We cannot support direct copies to non-color-renderable formats if (d3d11FormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN) { return false; } // We skip all 3-channel formats since sometimes format support is missing if (internalFormatInfo.componentCount == 3) { return false; } // We don't support formats which we can't represent without conversion if (dxgiFormatInfo.internalFormat != internalFormat) { return false; } return true; } gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) { ASSERT(supportsFastCopyBufferToTexture(destinationFormat)); return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea); } gl::Error Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut) { ASSERT(colorbuffer); RenderTarget11 *renderTarget = NULL; gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget); if (error.isError()) { return error; } ID3D11Resource *renderTargetResource = renderTarget->getTexture(); ASSERT(renderTargetResource); *subresourceIndexOut = renderTarget->getSubresourceIndex(); *texture2DOut = d3d11::DynamicCastComObject(renderTargetResource); if (!(*texture2DOut)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to query the ID3D11Texture2D from a RenderTarget"); } return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect, const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) { if (blitRenderTarget) { gl::FramebufferAttachment *readBuffer = readTarget->getReadColorbuffer(); ASSERT(readBuffer); RenderTarget *readRenderTarget = NULL; gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget); if (error.isError()) { return error; } ASSERT(readRenderTarget); for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (drawTarget->isEnabledColorAttachment(colorAttachment)) { gl::FramebufferAttachment *drawBuffer = drawTarget->getColorbuffer(colorAttachment); ASSERT(drawBuffer); RenderTarget *drawRenderTarget = NULL; error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget); if (error.isError()) { return error; } ASSERT(drawRenderTarget); error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, blitRenderTarget, false, false); if (error.isError()) { return error; } } } } if (blitDepth || blitStencil) { gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer(); ASSERT(readBuffer); RenderTarget *readRenderTarget = NULL; gl::Error error = GetAttachmentRenderTarget(readBuffer, &readRenderTarget); if (error.isError()) { return error; } ASSERT(readRenderTarget); gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer(); ASSERT(drawBuffer); RenderTarget *drawRenderTarget = NULL; error = GetAttachmentRenderTarget(drawBuffer, &drawRenderTarget); if (error.isError()) { return error; } ASSERT(drawRenderTarget); error = blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor, false, blitDepth, blitStencil); if (error.isError()) { return error; } } invalidateFramebufferSwizzles(drawTarget); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) { ID3D11Texture2D *colorBufferTexture = NULL; unsigned int subresourceIndex = 0; gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); ASSERT(colorbuffer); gl::Error error = getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture); if (error.isError()) { return error; } gl::Rectangle area; area.x = x; area.y = y; area.width = width; area.height = height; gl::Buffer *packBuffer = pack.pixelBuffer.get(); if (packBuffer != NULL) { Buffer11 *packBufferStorage = Buffer11::makeBuffer11(packBuffer->getImplementation()); PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast(pixels)); error = packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams); if (error.isError()) { SafeRelease(colorBufferTexture); return error; } packBuffer->getIndexRangeCache()->clear(); } else { error = readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels); if (error.isError()) { SafeRelease(colorBufferTexture); return error; } } SafeRelease(colorBufferTexture); return gl::Error(GL_NO_ERROR); } Image *Renderer11::createImage() { return new Image11(); } gl::Error Renderer11::generateMipmap(Image *dest, Image *src) { Image11 *dest11 = Image11::makeImage11(dest); Image11 *src11 = Image11::makeImage11(src); return Image11::generateMipmap(dest11, src11); } TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) { SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); return new TextureStorage11_2D(this, swapChain11); } TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) { return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels); } TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) { return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels); } TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) { return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels); } TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) { return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels); } TextureImpl *Renderer11::createTexture(GLenum target) { switch(target) { case GL_TEXTURE_2D: return new TextureD3D_2D(this); case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this); case GL_TEXTURE_3D: return new TextureD3D_3D(this); case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(this); default: UNREACHABLE(); } return NULL; } RenderbufferImpl *Renderer11::createRenderbuffer() { RenderbufferD3D *renderbuffer = new RenderbufferD3D(this); return renderbuffer; } RenderbufferImpl *Renderer11::createRenderbuffer(SwapChain *swapChain, bool depth) { RenderbufferD3D *renderbuffer = new RenderbufferD3D(this); renderbuffer->setStorage(swapChain, depth); return renderbuffer; } gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) { ASSERT(area.width >= 0); ASSERT(area.height >= 0); D3D11_TEXTURE2D_DESC textureDesc; texture->GetDesc(&textureDesc); // Clamp read region to the defined texture boundaries, preventing out of bounds reads // and reads of uninitialized data. gl::Rectangle safeArea; safeArea.x = gl::clamp(area.x, 0, static_cast(textureDesc.Width)); safeArea.y = gl::clamp(area.y, 0, static_cast(textureDesc.Height)); safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0, static_cast(textureDesc.Width) - safeArea.x); safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0, static_cast(textureDesc.Height) - safeArea.y); ASSERT(safeArea.x >= 0 && safeArea.y >= 0); ASSERT(safeArea.x + safeArea.width <= static_cast(textureDesc.Width)); ASSERT(safeArea.y + safeArea.height <= static_cast(textureDesc.Height)); if (safeArea.width == 0 || safeArea.height == 0) { // no work to do return gl::Error(GL_NO_ERROR); } D3D11_TEXTURE2D_DESC stagingDesc; stagingDesc.Width = safeArea.width; stagingDesc.Height = safeArea.height; stagingDesc.MipLevels = 1; stagingDesc.ArraySize = 1; stagingDesc.Format = textureDesc.Format; stagingDesc.SampleDesc.Count = 1; stagingDesc.SampleDesc.Quality = 0; stagingDesc.Usage = D3D11_USAGE_STAGING; stagingDesc.BindFlags = 0; stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; stagingDesc.MiscFlags = 0; ID3D11Texture2D* stagingTex = NULL; HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result); } 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)) { SafeRelease(stagingTex); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result); } mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); subResource = 0; } else { srcTex = texture; srcTex->AddRef(); } D3D11_BOX srcBox; srcBox.left = static_cast(safeArea.x); srcBox.right = static_cast(safeArea.x + safeArea.width); srcBox.top = static_cast(safeArea.y); srcBox.bottom = static_cast(safeArea.y + safeArea.height); srcBox.front = 0; srcBox.back = 1; mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); SafeRelease(srcTex); PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0); gl::Error error = packPixels(stagingTex, packParams, pixels); SafeRelease(stagingTex); return error; } gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut) { D3D11_TEXTURE2D_DESC textureDesc; readTexture->GetDesc(&textureDesc); D3D11_MAPPED_SUBRESOURCE mapping; HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping); if (FAILED(hr)) { ASSERT(hr == E_OUTOFMEMORY); return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr); } uint8_t *source; int inputPitch; if (params.pack.reverseRowOrder) { source = static_cast(mapping.pData) + mapping.RowPitch * (params.area.height - 1); inputPitch = -static_cast(mapping.RowPitch); } else { source = static_cast(mapping.pData); inputPitch = static_cast(mapping.RowPitch); } const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format); const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type) { uint8_t *dest = pixelsOut + params.offset; for (int y = 0; y < params.area.height; y++) { memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes); } } else { const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format); ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type); const gl::FormatType &destFormatTypeInfo = gl::GetFormatTypeInfo(params.format, params.type); const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(destFormatTypeInfo.internalFormat); if (fastCopyFunc) { // Fast copy is possible through some special function for (int y = 0; y < params.area.height; y++) { for (int x = 0; x < params.area.width; x++) { uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes; const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes; fastCopyFunc(src, dest); } } } else { uint8_t temp[16]; // Maximum size of any Color type used. META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) && sizeof(temp) >= sizeof(gl::ColorUI) && sizeof(temp) >= sizeof(gl::ColorI)); for (int y = 0; y < params.area.height; y++) { for (int x = 0; x < params.area.width; x++) { uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes; const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes; // readFunc and writeFunc will be using the same type of color, CopyTexImage // will not allow the copy otherwise. sourceDXGIFormatInfo.colorReadFunction(src, temp); destFormatTypeInfo.colorWriteFunction(temp, dest); } } } } mDeviceContext->Unmap(readTexture, 0); return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, bool colorBlit, bool depthBlit, bool stencilBlit) { // Since blitRenderbufferRect is called for each render buffer that needs to be blitted, // it should never be the case that both color and depth/stencil need to be blitted at // at the same time. ASSERT(colorBlit != (depthBlit || stencilBlit)); RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget); if (!drawRenderTarget) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer."); } ID3D11Resource *drawTexture = drawRenderTarget11->getTexture(); unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView(); ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView(); RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget); if (!readRenderTarget) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer."); } ID3D11Resource *readTexture = NULL; ID3D11ShaderResourceView *readSRV = NULL; unsigned int readSubresource = 0; if (readRenderTarget->getSamples() > 0) { ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture(); ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject(unresolvedResource); if (unresolvedTexture) { readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex()); readSubresource = 0; SafeRelease(unresolvedTexture); HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV); if (FAILED(hresult)) { SafeRelease(readTexture); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer."); } } } else { readTexture = readRenderTarget11->getTexture(); readTexture->AddRef(); readSubresource = readRenderTarget11->getSubresourceIndex(); readSRV = readRenderTarget11->getShaderResourceView(); readSRV->AddRef(); } if (!readTexture || !readSRV) { SafeRelease(readTexture); SafeRelease(readSRV); return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target."); } gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1); gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1); bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL); bool wholeBufferCopy = !scissorNeeded && readRect.x == 0 && readRect.width == readSize.width && readRect.y == 0 && readRect.height == readSize.height && drawRect.x == 0 && drawRect.width == drawSize.width && drawRect.y == 0 && drawRect.height == drawSize.height; bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height; bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0; bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width || readRect.y < 0 || readRect.y + readRect.height > readSize.height || drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width || drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height; const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getActualFormat()); bool partialDSBlit = (actualFormatInfo.depthBits > 0 && depthBlit) != (actualFormatInfo.stencilBits > 0 && stencilBlit); gl::Error result(GL_NO_ERROR); if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() && !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit && (!(depthBlit || stencilBlit) || wholeBufferCopy)) { UINT dstX = drawRect.x; UINT dstY = drawRect.y; D3D11_BOX readBox; readBox.left = readRect.x; readBox.right = readRect.x + readRect.width; readBox.top = readRect.y; readBox.bottom = readRect.y + readRect.height; readBox.front = 0; readBox.back = 1; if (scissorNeeded) { // drawRect is guaranteed to have positive width and height because stretchRequired is false. ASSERT(drawRect.width >= 0 || drawRect.height >= 0); if (drawRect.x < scissor->x) { dstX = scissor->x; readBox.left += (scissor->x - drawRect.x); } if (drawRect.y < scissor->y) { dstY = scissor->y; readBox.top += (scissor->y - drawRect.y); } if (drawRect.x + drawRect.width > scissor->x + scissor->width) { readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width)); } if (drawRect.y + drawRect.height > scissor->y + scissor->height) { readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height)); } } // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox // We also require complete framebuffer copies for depth-stencil blit. D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0, readTexture, readSubresource, pSrcBox); result = gl::Error(GL_NO_ERROR); } else { gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1); gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1); if (depthBlit && stencilBlit) { result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize, drawTexture, drawSubresource, drawArea, drawSize, scissor); } else if (depthBlit) { result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize, scissor); } else if (stencilBlit) { result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize, drawTexture, drawSubresource, drawArea, drawSize, scissor); } else { GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format; result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, scissor, format, filter); } } SafeRelease(readTexture); SafeRelease(readSRV); return result; } ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) { D3D11_TEXTURE2D_DESC textureDesc; source->GetDesc(&textureDesc); if (textureDesc.SampleDesc.Count > 1) { D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = textureDesc.Width; resolveDesc.Height = textureDesc.Height; resolveDesc.MipLevels = 1; resolveDesc.ArraySize = 1; resolveDesc.Format = textureDesc.Format; resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; resolveDesc.Usage = textureDesc.Usage; resolveDesc.BindFlags = textureDesc.BindFlags; resolveDesc.CPUAccessFlags = 0; resolveDesc.MiscFlags = 0; ID3D11Texture2D *resolveTexture = NULL; HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); if (FAILED(result)) { ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); return NULL; } mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); return resolveTexture; } else { source->AddRef(); return source; } } void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel) { ASSERT(attachment->isTexture()); gl::Texture *texture = attachment->getTexture(); TextureD3D *textureD3D = TextureD3D::makeTextureD3D(texture->getImplementation()); TextureStorage *texStorage = textureD3D->getNativeTexture(); if (texStorage) { TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage); if (!texStorage11) { ERR("texture storage pointer unexpectedly null."); return; } texStorage11->invalidateSwizzleCacheLevel(mipLevel); } } void Renderer11::invalidateFramebufferSwizzles(const gl::Framebuffer *framebuffer) { for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(colorAttachment); if (attachment && attachment->isTexture()) { invalidateFBOAttachmentSwizzles(attachment, attachment->mipLevel()); } } gl::FramebufferAttachment *depthAttachment = framebuffer->getDepthbuffer(); if (depthAttachment && depthAttachment->isTexture()) { invalidateFBOAttachmentSwizzles(depthAttachment, depthAttachment->mipLevel()); } gl::FramebufferAttachment *stencilAttachment = framebuffer->getStencilbuffer(); if (stencilAttachment && stencilAttachment->isTexture()) { invalidateFBOAttachmentSwizzles(stencilAttachment, stencilAttachment->mipLevel()); } } bool Renderer11::getLUID(LUID *adapterLuid) const { adapterLuid->HighPart = 0; adapterLuid->LowPart = 0; if (!mDxgiAdapter) { return false; } DXGI_ADAPTER_DESC adapterDesc; if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) { return false; } *adapterLuid = adapterDesc.AdapterLuid; return true; } VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const { return d3d11::GetVertexFormatInfo(vertexFormat).conversionType; } GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const { return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat).nativeFormat).componentType; } void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const { d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions); } Workarounds Renderer11::generateWorkarounds() const { return d3d11::GenerateWorkarounds(); } void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv) { std::vector ¤tSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs); ASSERT(static_cast(resourceSlot) < currentSRVs.size()); if (currentSRVs[resourceSlot] != srv) { if (shaderType == gl::SAMPLER_VERTEX) { mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv); } else { mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv); } currentSRVs[resourceSlot] = srv; } } }