diff options
Diffstat (limited to 'chromium/third_party/angle/src/libGLESv2/renderer/Renderer11.cpp')
-rw-r--r-- | chromium/third_party/angle/src/libGLESv2/renderer/Renderer11.cpp | 3551 |
1 files changed, 0 insertions, 3551 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/Renderer11.cpp b/chromium/third_party/angle/src/libGLESv2/renderer/Renderer11.cpp deleted file mode 100644 index 13ba355d582..00000000000 --- a/chromium/third_party/angle/src/libGLESv2/renderer/Renderer11.cpp +++ /dev/null @@ -1,3551 +0,0 @@ -#include "precompiled.h" -// -// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// - -// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. - -#include "libGLESv2/main.h" -#include "libGLESv2/utilities.h" -#include "libGLESv2/Buffer.h" -#include "libGLESv2/ProgramBinary.h" -#include "libGLESv2/Framebuffer.h" -#include "libGLESv2/Renderbuffer.h" -#include "libGLESv2/renderer/Renderer11.h" -#include "libGLESv2/renderer/RenderTarget11.h" -#include "libGLESv2/renderer/renderer11_utils.h" -#include "libGLESv2/renderer/ShaderExecutable11.h" -#include "libGLESv2/renderer/SwapChain11.h" -#include "libGLESv2/renderer/Image11.h" -#include "libGLESv2/renderer/VertexBuffer11.h" -#include "libGLESv2/renderer/IndexBuffer11.h" -#include "libGLESv2/renderer/BufferStorage11.h" -#include "libGLESv2/renderer/VertexDataManager.h" -#include "libGLESv2/renderer/IndexDataManager.h" -#include "libGLESv2/renderer/TextureStorage11.h" -#include "libGLESv2/renderer/Query11.h" -#include "libGLESv2/renderer/Fence11.h" - -#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" -#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" -#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h" -#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h" -#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h" - -#include "libGLESv2/renderer/shaders/compiled/clear11vs.h" -#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h" -#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h" - -#include "libEGL/Display.h" - -#ifdef _DEBUG -// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples -// and conformance tests. to enable all warnings, remove this define. -#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 -#endif - -namespace rx -{ -static const DXGI_FORMAT RenderTargetFormats[] = - { - DXGI_FORMAT_B8G8R8A8_UNORM, - DXGI_FORMAT_R8G8B8A8_UNORM - }; - -static const DXGI_FORMAT DepthStencilFormats[] = - { - DXGI_FORMAT_UNKNOWN, - DXGI_FORMAT_D24_UNORM_S8_UINT, - DXGI_FORMAT_D16_UNORM - }; - -enum -{ - MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 -}; - -Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc) -{ - mVertexDataManager = NULL; - mIndexDataManager = NULL; - - mLineLoopIB = NULL; - mTriangleFanIB = NULL; - - mCopyResourcesInitialized = false; - mCopyVB = NULL; - mCopySampler = NULL; - mCopyIL = NULL; - mCopyVS = NULL; - mCopyRGBAPS = NULL; - mCopyRGBPS = NULL; - mCopyLumPS = NULL; - mCopyLumAlphaPS = NULL; - - mClearResourcesInitialized = false; - mClearVB = NULL; - mClearIL = NULL; - mClearVS = NULL; - mClearSinglePS = NULL; - mClearMultiplePS = NULL; - mClearScissorRS = NULL; - mClearNoScissorRS = NULL; - - mSyncQuery = NULL; - - mD3d11Module = NULL; - mDxgiModule = NULL; - - mDeviceLost = false; - - mMaxSupportedSamples = 0; - - mDevice = NULL; - mDeviceContext = NULL; - mDxgiAdapter = NULL; - mDxgiFactory = NULL; - - mDriverConstantBufferVS = NULL; - mDriverConstantBufferPS = NULL; - - mBGRATextureSupport = false; - - mIsGeometryShaderActive = false; -} - -Renderer11::~Renderer11() -{ - release(); -} - -Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) -{ - ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer)); - return static_cast<rx::Renderer11*>(renderer); -} - -#ifndef __d3d11_1_h__ -#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) -#endif - -EGLint Renderer11::initialize() -{ - if (!initializeCompiler()) - { - return EGL_NOT_INITIALIZED; - } - - 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; - } - - D3D_FEATURE_LEVEL featureLevels[] = - { - D3D_FEATURE_LEVEL_11_0, - D3D_FEATURE_LEVEL_10_1, - D3D_FEATURE_LEVEL_10_0, - }; - - HRESULT result = S_OK; - -#ifdef _DEBUG - result = D3D11CreateDevice(NULL, - D3D_DRIVER_TYPE_HARDWARE, - NULL, - D3D11_CREATE_DEVICE_DEBUG, - featureLevels, - ArraySize(featureLevels), - D3D11_SDK_VERSION, - &mDevice, - &mFeatureLevel, - &mDeviceContext); - - if (!mDevice || FAILED(result)) - { - ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); - } - - if (!mDevice || FAILED(result)) -#endif - { - result = D3D11CreateDevice(NULL, - D3D_DRIVER_TYPE_HARDWARE, - NULL, - 0, - featureLevels, - ArraySize(featureLevels), - D3D11_SDK_VERSION, - &mDevice, - &mFeatureLevel, - &mDeviceContext); - - if (!mDevice || FAILED(result)) - { - ERR("Could not create D3D11 device - aborting!\n"); - return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer - } - } - - 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; - } - - dxgiDevice->Release(); - - mDxgiAdapter->GetDesc(&mAdapterDescription); - memset(mDescription, 0, sizeof(mDescription)); - wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); - - result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); - - if (!mDxgiFactory || FAILED(result)) - { - ERR("Could not create DXGI factory - aborting!\n"); - return EGL_NOT_INITIALIZED; - } - - // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log -#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) - ID3D11InfoQueue *infoQueue; - result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue); - - if (SUCCEEDED(result)) - { - D3D11_MESSAGE_ID hideMessages[] = - { - D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET - }; - - D3D11_INFO_QUEUE_FILTER filter = {0}; - filter.DenyList.NumIDs = ArraySize(hideMessages); - filter.DenyList.pIDList = hideMessages; - - infoQueue->AddStorageFilterEntries(&filter); - - infoQueue->Release(); - } -#endif - - unsigned int maxSupportedSamples = 0; - unsigned int rtFormatCount = ArraySize(RenderTargetFormats); - unsigned int dsFormatCount = ArraySize(DepthStencilFormats); - for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i) - { - DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount]; - if (format != DXGI_FORMAT_UNKNOWN) - { - UINT formatSupport; - result = mDevice->CheckFormatSupport(format, &formatSupport); - if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) - { - MultisampleSupportInfo supportInfo; - - for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++) - { - result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]); - if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0) - { - maxSupportedSamples = std::max(j, maxSupportedSamples); - } - else - { - supportInfo.qualityLevels[j - 1] = 0; - } - } - - mMultisampleSupportMap.insert(std::make_pair(format, supportInfo)); - } - } - } - mMaxSupportedSamples = maxSupportedSamples; - - initializeDevice(); - - // BGRA texture support is optional in feature levels 10 and 10_1 - UINT formatSupport; - result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport); - if (FAILED(result)) - { - ERR("Error checking BGRA format support: 0x%08X", result); - } - else - { - const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET); - mBGRATextureSupport = (formatSupport & flags) == flags; - } - - // Check floating point texture support - static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; - static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET; - static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; - - DXGI_FORMAT float16Formats[] = - { - DXGI_FORMAT_R16_FLOAT, - DXGI_FORMAT_R16G16_FLOAT, - DXGI_FORMAT_R16G16B16A16_FLOAT, - }; - - DXGI_FORMAT float32Formats[] = - { - DXGI_FORMAT_R32_FLOAT, - DXGI_FORMAT_R32G32_FLOAT, - DXGI_FORMAT_R32G32B32A32_FLOAT, - }; - - mFloat16TextureSupport = true; - mFloat16FilterSupport = true; - mFloat16RenderSupport = true; - for (unsigned int i = 0; i < ArraySize(float16Formats); i++) - { - if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport))) - { - mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; - mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; - mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; - } - else - { - mFloat16TextureSupport = false; - mFloat16RenderSupport = false; - mFloat16FilterSupport = false; - } - } - - mFloat32TextureSupport = true; - mFloat32FilterSupport = true; - mFloat32RenderSupport = true; - for (unsigned int i = 0; i < ArraySize(float32Formats); i++) - { - if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport))) - { - mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; - mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; - mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; - } - else - { - mFloat32TextureSupport = false; - mFloat32FilterSupport = false; - mFloat32RenderSupport = false; - } - } - - // Check compressed texture support - const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D; - - if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport))) - { - mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; - } - else - { - mDXT1TextureSupport = false; - } - - if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport))) - { - mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; - } - else - { - mDXT3TextureSupport = false; - } - - if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport))) - { - mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; - } - else - { - mDXT5TextureSupport = false; - } - - // Check depth texture support - DXGI_FORMAT depthTextureFormats[] = - { - DXGI_FORMAT_D16_UNORM, - DXGI_FORMAT_D24_UNORM_S8_UINT, - }; - - static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL | - D3D11_FORMAT_SUPPORT_TEXTURE2D; - - mDepthTextureSupport = true; - for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++) - { - if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport))) - { - mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags); - } - else - { - mDepthTextureSupport = false; - } - } - - return EGL_SUCCESS; -} - -// do any one-time device initialization -// NOTE: this is also needed after a device lost/reset -// to reset the scene status and ensure the default states are reset. -void Renderer11::initializeDevice() -{ - mStateCache.initialize(mDevice); - mInputLayoutCache.initialize(mDevice, mDeviceContext); - - ASSERT(!mVertexDataManager && !mIndexDataManager); - mVertexDataManager = new VertexDataManager(this); - mIndexDataManager = new IndexDataManager(this); - - markAllStateDirty(); -} - -int Renderer11::generateConfigs(ConfigDesc **configDescList) -{ - unsigned int numRenderFormats = ArraySize(RenderTargetFormats); - unsigned int numDepthFormats = ArraySize(DepthStencilFormats); - (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; - int numConfigs = 0; - - for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) - { - for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) - { - DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; - - UINT formatSupport = 0; - HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); - - if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) - { - DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; - - bool depthStencilFormatOK = true; - - if (depthStencilFormat != DXGI_FORMAT_UNKNOWN) - { - UINT formatSupport = 0; - result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); - depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); - } - - if (depthStencilFormatOK) - { - ConfigDesc newConfig; - newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); - newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); - newConfig.multiSample = 0; // FIXME: enumerate multi-sampling - newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast - - (*configDescList)[numConfigs++] = newConfig; - } - } - } - } - - return numConfigs; -} - -void Renderer11::deleteConfigs(ConfigDesc *configDescList) -{ - delete [] (configDescList); -} - -void Renderer11::sync(bool block) -{ - if (block) - { - HRESULT result; - - if (!mSyncQuery) - { - D3D11_QUERY_DESC queryDesc; - queryDesc.Query = D3D11_QUERY_EVENT; - queryDesc.MiscFlags = 0; - - result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); - ASSERT(SUCCEEDED(result)); - } - - mDeviceContext->End(mSyncQuery); - mDeviceContext->Flush(); - - do - { - result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); - - // Keep polling, but allow other threads to do something useful first - Sleep(0); - - if (testDeviceLost(true)) - { - return; - } - } - while (result == S_FALSE); - } - else - { - mDeviceContext->Flush(); - } -} - -SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) -{ - return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); -} - -void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) -{ - if (type == gl::SAMPLER_PIXEL) - { - if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) - { - ERR("Pixel shader sampler index %i is not valid.", index); - return; - } - - if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) - { - ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); - - if (!dxSamplerState) - { - ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" - "sampler state for pixel shaders at slot %i.", index); - } - - mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); - - mCurPixelSamplerStates[index] = samplerState; - } - - mForceSetPixelSamplerStates[index] = false; - } - else if (type == gl::SAMPLER_VERTEX) - { - if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) - { - ERR("Vertex shader sampler index %i is not valid.", index); - return; - } - - if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) - { - ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); - - if (!dxSamplerState) - { - ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" - "sampler state for vertex shaders at slot %i.", index); - } - - mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); - - mCurVertexSamplerStates[index] = samplerState; - } - - mForceSetVertexSamplerStates[index] = false; - } - else UNREACHABLE(); -} - -void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) -{ - ID3D11ShaderResourceView *textureSRV = NULL; - unsigned int serial = 0; - bool forceSetTexture = false; - - if (texture) - { - TextureStorageInterface *texStorage = texture->getNativeTexture(); - if (texStorage) - { - TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); - textureSRV = storage11->getSRV(); - } - - // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly - // missing the shader resource view - ASSERT(textureSRV != NULL); - - serial = texture->getTextureSerial(); - forceSetTexture = texture->hasDirtyImages(); - } - - if (type == gl::SAMPLER_PIXEL) - { - if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) - { - ERR("Pixel shader sampler index %i is not valid.", index); - return; - } - - if (forceSetTexture || mCurPixelTextureSerials[index] != serial) - { - mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); - } - - mCurPixelTextureSerials[index] = serial; - } - else if (type == gl::SAMPLER_VERTEX) - { - if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) - { - ERR("Vertex shader sampler index %i is not valid.", index); - return; - } - - if (forceSetTexture || mCurVertexTextureSerials[index] != serial) - { - mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); - } - - mCurVertexTextureSerials[index] = serial; - } - else UNREACHABLE(); -} - -void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) -{ - if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) - { - ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, - mCurDepthSize); - if (!dxRasterState) - { - ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" - "rasterizer state."); - } - - mDeviceContext->RSSetState(dxRasterState); - - mCurRasterState = rasterState; - } - - mForceSetRasterState = false; -} - -void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, - unsigned int sampleMask) -{ - if (mForceSetBlendState || - memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || - memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || - sampleMask != mCurSampleMask) - { - ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState); - if (!dxBlendState) - { - ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default " - "blend state."); - } - - float blendColors[4] = {0.0f}; - if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && - blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) - { - blendColors[0] = blendColor.red; - blendColors[1] = blendColor.green; - blendColors[2] = blendColor.blue; - blendColors[3] = blendColor.alpha; - } - else - { - blendColors[0] = blendColor.alpha; - blendColors[1] = blendColor.alpha; - blendColors[2] = blendColor.alpha; - blendColors[3] = blendColor.alpha; - } - - mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); - - mCurBlendState = blendState; - mCurBlendColor = blendColor; - mCurSampleMask = sampleMask; - } - - mForceSetBlendState = false; -} - -void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, - int stencilBackRef, bool frontFaceCCW) -{ - if (mForceSetDepthStencilState || - memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || - stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) - { - if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || - stencilRef != stencilBackRef || - depthStencilState.stencilMask != depthStencilState.stencilBackMask) - { - ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " - "invalid under WebGL."); - return gl::error(GL_INVALID_OPERATION); - } - - ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); - if (!dxDepthStencilState) - { - ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " - "setting the default depth stencil state."); - } - - mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); - - mCurDepthStencilState = depthStencilState; - mCurStencilRef = stencilRef; - mCurStencilBackRef = stencilBackRef; - } - - mForceSetDepthStencilState = false; -} - -void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) -{ - if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || - enabled != mScissorEnabled) - { - if (enabled) - { - D3D11_RECT rect; - rect.left = std::max(0, scissor.x); - rect.top = std::max(0, scissor.y); - rect.right = scissor.x + std::max(0, scissor.width); - rect.bottom = scissor.y + std::max(0, scissor.height); - - mDeviceContext->RSSetScissorRects(1, &rect); - } - - if (enabled != mScissorEnabled) - { - mForceSetRasterState = true; - } - - mCurScissor = scissor; - mScissorEnabled = enabled; - } - - mForceSetScissor = false; -} - -bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, - bool ignoreViewport) -{ - gl::Rectangle actualViewport = viewport; - float actualZNear = gl::clamp01(zNear); - float actualZFar = gl::clamp01(zFar); - if (ignoreViewport) - { - actualViewport.x = 0; - actualViewport.y = 0; - actualViewport.width = mRenderTargetDesc.width; - actualViewport.height = mRenderTargetDesc.height; - actualZNear = 0.0f; - actualZFar = 1.0f; - } - - // Get D3D viewport bounds, which depends on the feature level - const Range& viewportBounds = getViewportBounds(); - - // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds - D3D11_VIEWPORT dxViewport; - dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end); - dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end); - dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension()); - dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension()); - dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX)); - dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY)); - dxViewport.MinDepth = actualZNear; - dxViewport.MaxDepth = actualZFar; - - if (dxViewport.Width <= 0 || dxViewport.Height <= 0) - { - return false; // Nothing to render - } - - bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || - actualZNear != mCurNear || actualZFar != mCurFar; - - if (viewportChanged) - { - mDeviceContext->RSSetViewports(1, &dxViewport); - - mCurViewport = actualViewport; - mCurNear = actualZNear; - mCurFar = actualZFar; - - mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; - mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; - mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); - mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); - - mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; - mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; - - mVertexConstants.depthRange[0] = actualZNear; - mVertexConstants.depthRange[1] = actualZFar; - mVertexConstants.depthRange[2] = actualZFar - actualZNear; - - mPixelConstants.depthRange[0] = actualZNear; - mPixelConstants.depthRange[1] = actualZFar; - mPixelConstants.depthRange[2] = actualZFar - actualZNear; - } - - mForceSetViewport = false; - return true; -} - -bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) -{ - D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; - - GLsizei minCount = 0; - - switch (mode) - { - case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; - case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; - case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; - case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; - case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; - case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; - // emulate fans via rewriting index buffer - case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; - default: - return gl::error(GL_INVALID_ENUM, false); - } - - if (primitiveTopology != mCurrentPrimitiveTopology) - { - mDeviceContext->IASetPrimitiveTopology(primitiveTopology); - mCurrentPrimitiveTopology = primitiveTopology; - } - - return count >= minCount; -} - -bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) -{ - // Get the color render buffer and serial - // Also extract the render target dimensions and view - unsigned int renderTargetWidth = 0; - unsigned int renderTargetHeight = 0; - GLenum renderTargetFormat = 0; - unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0}; - ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; - bool missingColorRenderTarget = true; - - for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) - { - const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment); - - if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE) - { - // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) - ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); - - gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment); - - if (!colorbuffer) - { - ERR("render target pointer unexpectedly null."); - return false; - } - - // check for zero-sized default framebuffer, which is a special case. - // in this case we do not wish to modify any state and just silently return false. - // this will not report any gl error but will cause the calling method to return. - if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) - { - return false; - } - - renderTargetSerials[colorAttachment] = colorbuffer->getSerial(); - - // Extract the render target dimensions and view - RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); - if (!renderTarget) - { - ERR("render target pointer unexpectedly null."); - return false; - } - - framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); - if (!framebufferRTVs[colorAttachment]) - { - ERR("render target view pointer unexpectedly null."); - return false; - } - - if (missingColorRenderTarget) - { - renderTargetWidth = colorbuffer->getWidth(); - renderTargetHeight = colorbuffer->getHeight(); - renderTargetFormat = colorbuffer->getActualFormat(); - missingColorRenderTarget = false; - } - -#ifdef _DEBUG - // Workaround for Debug SETSHADERRESOURCES_HAZARD D3D11 warnings - for (unsigned int vertexSerialIndex = 0; vertexSerialIndex < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; vertexSerialIndex++) - { - if (colorbuffer->getTextureSerial() != 0 && mCurVertexTextureSerials[vertexSerialIndex] == colorbuffer->getTextureSerial()) - { - setTexture(gl::SAMPLER_VERTEX, vertexSerialIndex, NULL); - } - } - - for (unsigned int pixelSerialIndex = 0; pixelSerialIndex < gl::MAX_TEXTURE_IMAGE_UNITS; pixelSerialIndex++) - { - if (colorbuffer->getTextureSerial() != 0 && mCurPixelTextureSerials[pixelSerialIndex] == colorbuffer->getTextureSerial()) - { - setTexture(gl::SAMPLER_PIXEL, pixelSerialIndex, NULL); - } - } -#endif - } - } - - // Get the depth stencil render buffer and serials - gl::Renderbuffer *depthStencil = NULL; - unsigned int depthbufferSerial = 0; - unsigned int stencilbufferSerial = 0; - if (framebuffer->getDepthbufferType() != GL_NONE) - { - depthStencil = framebuffer->getDepthbuffer(); - if (!depthStencil) - { - ERR("Depth stencil pointer unexpectedly null."); - SafeRelease(framebufferRTVs); - return false; - } - - depthbufferSerial = depthStencil->getSerial(); - } - else if (framebuffer->getStencilbufferType() != GL_NONE) - { - depthStencil = framebuffer->getStencilbuffer(); - if (!depthStencil) - { - ERR("Depth stencil pointer unexpectedly null."); - SafeRelease(framebufferRTVs); - return false; - } - - stencilbufferSerial = depthStencil->getSerial(); - } - - // Extract the depth stencil sizes and view - unsigned int depthSize = 0; - unsigned int stencilSize = 0; - ID3D11DepthStencilView* framebufferDSV = NULL; - if (depthStencil) - { - RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); - if (!depthStencilRenderTarget) - { - ERR("render target pointer unexpectedly null."); - SafeRelease(framebufferRTVs); - return false; - } - - framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); - if (!framebufferDSV) - { - ERR("depth stencil view pointer unexpectedly null."); - SafeRelease(framebufferRTVs); - return false; - } - - // If there is no render buffer, the width, height and format values come from - // the depth stencil - if (missingColorRenderTarget) - { - renderTargetWidth = depthStencil->getWidth(); - renderTargetHeight = depthStencil->getHeight(); - renderTargetFormat = depthStencil->getActualFormat(); - } - - depthSize = depthStencil->getDepthSize(); - stencilSize = depthStencil->getStencilSize(); - } - - // Apply the render target and depth stencil - if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || - memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || - depthbufferSerial != mAppliedDepthbufferSerial || - stencilbufferSerial != mAppliedStencilbufferSerial) - { - mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV); - - mRenderTargetDesc.width = renderTargetWidth; - mRenderTargetDesc.height = renderTargetHeight; - mRenderTargetDesc.format = renderTargetFormat; - mForceSetViewport = true; - mForceSetScissor = true; - - if (!mDepthStencilInitialized || depthSize != mCurDepthSize) - { - mCurDepthSize = depthSize; - mForceSetRasterState = true; - } - - mCurStencilSize = stencilSize; - - for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) - { - mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; - } - mAppliedDepthbufferSerial = depthbufferSerial; - mAppliedStencilbufferSerial = stencilbufferSerial; - mRenderTargetDescInitialized = true; - mDepthStencilInitialized = true; - } - - return true; -} - -GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) -{ - TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; - GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); - if (err != GL_NO_ERROR) - { - return err; - } - - return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); -} - -GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) -{ - GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); - - if (err == GL_NO_ERROR) - { - if (indexInfo->storage) - { - if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset) - { - BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage); - IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); - - mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); - - mAppliedIBSerial = 0; - mAppliedStorageIBSerial = storage->getSerial(); - mAppliedIBOffset = indexInfo->startOffset; - } - } - else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) - { - IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); - - mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); - - mAppliedIBSerial = indexInfo->serial; - mAppliedStorageIBSerial = 0; - mAppliedIBOffset = indexInfo->startOffset; - } - } - - return err; -} - -void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) -{ - if (mode == GL_LINE_LOOP) - { - drawLineLoop(count, GL_NONE, NULL, 0, NULL); - } - else if (mode == GL_TRIANGLE_FAN) - { - drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); - } - else if (instances > 0) - { - mDeviceContext->DrawInstanced(count, instances, 0, 0); - } - else - { - mDeviceContext->Draw(count, 0); - } -} - -void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) -{ - if (mode == GL_LINE_LOOP) - { - drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); - } - else if (mode == GL_TRIANGLE_FAN) - { - drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances); - } - else if (instances > 0) - { - mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0); - } - else - { - mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); - } -} - -void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) -{ - // Get the raw indices for an indexed draw - if (type != GL_NONE && elementArrayBuffer) - { - gl::Buffer *indexBuffer = elementArrayBuffer; - BufferStorage *storage = indexBuffer->getStorage(); - intptr_t offset = reinterpret_cast<intptr_t>(indices); - indices = static_cast<const GLubyte*>(storage->getData()) + offset; - } - - if (!mLineLoopIB) - { - mLineLoopIB = new StreamingIndexBufferInterface(this); - if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) - { - delete mLineLoopIB; - mLineLoopIB = NULL; - - ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); - return gl::error(GL_OUT_OF_MEMORY); - } - } - - // Checked by Renderer11::applyPrimitiveType - ASSERT(count >= 0); - - if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) - { - ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); - return gl::error(GL_OUT_OF_MEMORY); - } - - const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); - if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) - { - ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); - return gl::error(GL_OUT_OF_MEMORY); - } - - void* mappedMemory = NULL; - unsigned int offset; - if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) - { - ERR("Could not map index buffer for GL_LINE_LOOP."); - return gl::error(GL_OUT_OF_MEMORY); - } - - unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); - unsigned int indexBufferOffset = offset; - - switch (type) - { - case GL_NONE: // Non-indexed draw - for (int i = 0; i < count; i++) - { - data[i] = i; - } - data[count] = 0; - break; - case GL_UNSIGNED_BYTE: - for (int i = 0; i < count; i++) - { - data[i] = static_cast<const GLubyte*>(indices)[i]; - } - data[count] = static_cast<const GLubyte*>(indices)[0]; - break; - case GL_UNSIGNED_SHORT: - for (int i = 0; i < count; i++) - { - data[i] = static_cast<const GLushort*>(indices)[i]; - } - data[count] = static_cast<const GLushort*>(indices)[0]; - break; - case GL_UNSIGNED_INT: - for (int i = 0; i < count; i++) - { - data[i] = static_cast<const GLuint*>(indices)[i]; - } - data[count] = static_cast<const GLuint*>(indices)[0]; - break; - default: UNREACHABLE(); - } - - if (!mLineLoopIB->unmapBuffer()) - { - ERR("Could not unmap index buffer for GL_LINE_LOOP."); - return gl::error(GL_OUT_OF_MEMORY); - } - - if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) - { - IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); - - mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); - mAppliedIBSerial = mLineLoopIB->getSerial(); - mAppliedStorageIBSerial = 0; - mAppliedIBOffset = indexBufferOffset; - } - - mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); -} - -void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) -{ - // Get the raw indices for an indexed draw - if (type != GL_NONE && elementArrayBuffer) - { - gl::Buffer *indexBuffer = elementArrayBuffer; - BufferStorage *storage = indexBuffer->getStorage(); - intptr_t offset = reinterpret_cast<intptr_t>(indices); - indices = static_cast<const GLubyte*>(storage->getData()) + offset; - } - - if (!mTriangleFanIB) - { - mTriangleFanIB = new StreamingIndexBufferInterface(this); - if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) - { - delete mTriangleFanIB; - mTriangleFanIB = NULL; - - ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN."); - return gl::error(GL_OUT_OF_MEMORY); - } - } - - // Checked by Renderer11::applyPrimitiveType - ASSERT(count >= 3); - - const unsigned int numTris = count - 2; - - if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) - { - ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); - return gl::error(GL_OUT_OF_MEMORY); - } - - const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); - if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) - { - ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); - return gl::error(GL_OUT_OF_MEMORY); - } - - void* mappedMemory = NULL; - unsigned int offset; - if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) - { - ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN."); - return gl::error(GL_OUT_OF_MEMORY); - } - - unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); - unsigned int indexBufferOffset = offset; - - switch (type) - { - case GL_NONE: // Non-indexed draw - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = 0; - data[i*3 + 1] = i + 1; - data[i*3 + 2] = i + 2; - } - break; - case GL_UNSIGNED_BYTE: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0]; - data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1]; - data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2]; - } - break; - case GL_UNSIGNED_SHORT: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast<const GLushort*>(indices)[0]; - data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1]; - data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2]; - } - break; - case GL_UNSIGNED_INT: - for (unsigned int i = 0; i < numTris; i++) - { - data[i*3 + 0] = static_cast<const GLuint*>(indices)[0]; - data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1]; - data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2]; - } - break; - default: UNREACHABLE(); - } - - if (!mTriangleFanIB->unmapBuffer()) - { - ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); - return gl::error(GL_OUT_OF_MEMORY); - } - - if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset) - { - IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); - - mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); - mAppliedIBSerial = mTriangleFanIB->getSerial(); - mAppliedStorageIBSerial = 0; - mAppliedIBOffset = indexBufferOffset; - } - - if (instances > 0) - { - mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); - } - else - { - mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); - } -} - -void Renderer11::applyShaders(gl::ProgramBinary *programBinary) -{ - unsigned int programBinarySerial = programBinary->getSerial(); - const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial); - - if (updateProgramState) - { - ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); - ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); - - ID3D11VertexShader *vertexShader = NULL; - if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); - - ID3D11PixelShader *pixelShader = NULL; - if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); - - mDeviceContext->PSSetShader(pixelShader, NULL, 0); - mDeviceContext->VSSetShader(vertexShader, NULL, 0); - - programBinary->dirtyAllUniforms(); - - mAppliedProgramBinarySerial = programBinarySerial; - } - - // Only use the geometry shader currently for point sprite drawing - const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode); - - if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive) - { - if (usesGeometryShader) - { - ShaderExecutable *geometryExe = programBinary->getGeometryExecutable(); - ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); - mDeviceContext->GSSetShader(geometryShader, NULL, 0); - } - else - { - mDeviceContext->GSSetShader(NULL, NULL, 0); - } - - mIsGeometryShaderActive = usesGeometryShader; - } -} - -void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) -{ - ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); - ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable()); - - unsigned int totalRegisterCountVS = 0; - unsigned int totalRegisterCountPS = 0; - - bool vertexUniformsDirty = false; - bool pixelUniformsDirty = false; - - for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) - { - const gl::Uniform *uniform = *uniform_iterator; - - if (uniform->vsRegisterIndex >= 0) - { - totalRegisterCountVS += uniform->registerCount; - vertexUniformsDirty = vertexUniformsDirty || uniform->dirty; - } - - if (uniform->psRegisterIndex >= 0) - { - totalRegisterCountPS += uniform->registerCount; - pixelUniformsDirty = pixelUniformsDirty || uniform->dirty; - } - } - - ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS); - ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS); - - float (*mapVS)[4] = NULL; - float (*mapPS)[4] = NULL; - - if (totalRegisterCountVS > 0 && vertexUniformsDirty) - { - D3D11_MAPPED_SUBRESOURCE map = {0}; - HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); - ASSERT(SUCCEEDED(result)); - mapVS = (float(*)[4])map.pData; - } - - if (totalRegisterCountPS > 0 && pixelUniformsDirty) - { - D3D11_MAPPED_SUBRESOURCE map = {0}; - HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); - ASSERT(SUCCEEDED(result)); - mapPS = (float(*)[4])map.pData; - } - - for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) - { - gl::Uniform *uniform = *uniform_iterator; - - if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE) - { - if (uniform->vsRegisterIndex >= 0 && mapVS) - { - memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); - } - - if (uniform->psRegisterIndex >= 0 && mapPS) - { - memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); - } - } - - uniform->dirty = false; - } - - if (mapVS) - { - mDeviceContext->Unmap(vertexConstantBuffer, 0); - } - - if (mapPS) - { - mDeviceContext->Unmap(pixelConstantBuffer, 0); - } - - if (mCurrentVertexConstantBuffer != vertexConstantBuffer) - { - mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); - mCurrentVertexConstantBuffer = vertexConstantBuffer; - } - - if (mCurrentPixelConstantBuffer != pixelConstantBuffer) - { - mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); - mCurrentPixelConstantBuffer = pixelConstantBuffer; - } - - // Driver uniforms - if (!mDriverConstantBufferVS) - { - D3D11_BUFFER_DESC constantBufferDescription = {0}; - constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); - constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; - constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - constantBufferDescription.CPUAccessFlags = 0; - constantBufferDescription.MiscFlags = 0; - constantBufferDescription.StructureByteStride = 0; - - HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); - ASSERT(SUCCEEDED(result)); - - mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); - } - - if (!mDriverConstantBufferPS) - { - D3D11_BUFFER_DESC constantBufferDescription = {0}; - constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); - constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; - constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - constantBufferDescription.CPUAccessFlags = 0; - constantBufferDescription.MiscFlags = 0; - constantBufferDescription.StructureByteStride = 0; - - HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); - ASSERT(SUCCEEDED(result)); - - mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); - } - - if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) - { - mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); - memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); - } - - if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) - { - mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); - memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); - } - - // needed for the point sprite geometry shader - if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) - { - mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); - mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; - } -} - -void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) -{ - bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; - bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && - !(clearParams.colorMaskRed && clearParams.colorMaskGreen && - clearParams.colorMaskBlue && alphaUnmasked); - - unsigned int stencilUnmasked = 0x0; - if (frameBuffer->hasStencil()) - { - unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); - stencilUnmasked = (0x1 << stencilSize) - 1; - } - bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && - (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; - - bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || - mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width || - mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height); - - if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear) - { - maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers()); - } - else - { - if (clearParams.mask & GL_COLOR_BUFFER_BIT) - { - for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) - { - if (frameBuffer->isEnabledColorAttachment(colorAttachment)) - { - gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment); - if (renderbufferObject) - { - RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); - if (!renderTarget) - { - ERR("render target pointer unexpectedly null."); - return; - } - - ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); - if (!framebufferRTV) - { - ERR("render target view pointer unexpectedly null."); - return; - } - - const float clearValues[4] = { clearParams.colorClearValue.red, - clearParams.colorClearValue.green, - clearParams.colorClearValue.blue, - clearParams.colorClearValue.alpha }; - mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); - } - } - } - } - if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) - { - gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); - if (renderbufferObject) - { - RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); - if (!renderTarget) - { - ERR("render target pointer unexpectedly null."); - return; - } - - ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); - if (!framebufferDSV) - { - ERR("depth stencil view pointer unexpectedly null."); - return; - } - - UINT clearFlags = 0; - if (clearParams.mask & GL_DEPTH_BUFFER_BIT) - { - clearFlags |= D3D11_CLEAR_DEPTH; - } - if (clearParams.mask & GL_STENCIL_BUFFER_BIT) - { - clearFlags |= D3D11_CLEAR_STENCIL; - } - - float depthClear = gl::clamp01(clearParams.depthClearValue); - UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; - - mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); - } - } - } -} - -void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers) -{ - HRESULT result; - - if (!mClearResourcesInitialized) - { - ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS); - - D3D11_BUFFER_DESC vbDesc; - vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; - vbDesc.Usage = D3D11_USAGE_DYNAMIC; - vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - vbDesc.MiscFlags = 0; - vbDesc.StructureByteStride = 0; - - result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer"); - - D3D11_INPUT_ELEMENT_DESC quadLayout[] = - { - { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout"); - - result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader"); - - result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)"); - - result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)"); - - D3D11_RASTERIZER_DESC rsScissorDesc; - rsScissorDesc.FillMode = D3D11_FILL_SOLID; - rsScissorDesc.CullMode = D3D11_CULL_NONE; - rsScissorDesc.FrontCounterClockwise = FALSE; - rsScissorDesc.DepthBias = 0; - rsScissorDesc.DepthBiasClamp = 0.0f; - rsScissorDesc.SlopeScaledDepthBias = 0.0f; - rsScissorDesc.DepthClipEnable = FALSE; - rsScissorDesc.ScissorEnable = TRUE; - rsScissorDesc.MultisampleEnable = FALSE; - rsScissorDesc.AntialiasedLineEnable = FALSE; - - result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state"); - - D3D11_RASTERIZER_DESC rsNoScissorDesc; - rsNoScissorDesc.FillMode = D3D11_FILL_SOLID; - rsNoScissorDesc.CullMode = D3D11_CULL_NONE; - rsNoScissorDesc.FrontCounterClockwise = FALSE; - rsNoScissorDesc.DepthBias = 0; - rsNoScissorDesc.DepthBiasClamp = 0.0f; - rsNoScissorDesc.SlopeScaledDepthBias = 0.0f; - rsNoScissorDesc.DepthClipEnable = FALSE; - rsNoScissorDesc.ScissorEnable = FALSE; - rsNoScissorDesc.MultisampleEnable = FALSE; - rsNoScissorDesc.AntialiasedLineEnable = FALSE; - - result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state"); - - mClearResourcesInitialized = true; - } - - // Prepare the depth stencil state to write depth values if the depth should be cleared - // and stencil values if the stencil should be cleared - gl::DepthStencilState glDSState; - glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; - glDSState.depthFunc = GL_ALWAYS; - glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; - glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0; - glDSState.stencilFunc = GL_ALWAYS; - glDSState.stencilMask = 0; - glDSState.stencilFail = GL_REPLACE; - glDSState.stencilPassDepthFail = GL_REPLACE; - glDSState.stencilPassDepthPass = GL_REPLACE; - glDSState.stencilWritemask = clearParams.stencilWriteMask; - glDSState.stencilBackFunc = GL_ALWAYS; - glDSState.stencilBackMask = 0; - glDSState.stencilBackFail = GL_REPLACE; - glDSState.stencilBackPassDepthFail = GL_REPLACE; - glDSState.stencilBackPassDepthPass = GL_REPLACE; - glDSState.stencilBackWritemask = clearParams.stencilWriteMask; - - int stencilClear = clearParams.stencilClearValue & 0x000000FF; - - ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState); - - // Prepare the blend state to use a write mask if the color buffer should be cleared - gl::BlendState glBlendState; - glBlendState.blend = false; - glBlendState.sourceBlendRGB = GL_ONE; - glBlendState.destBlendRGB = GL_ZERO; - glBlendState.sourceBlendAlpha = GL_ONE; - glBlendState.destBlendAlpha = GL_ZERO; - glBlendState.blendEquationRGB = GL_FUNC_ADD; - glBlendState.blendEquationAlpha = GL_FUNC_ADD; - glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false; - glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false; - glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false; - glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false; - glBlendState.sampleAlphaToCoverage = false; - glBlendState.dither = false; - - static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; - static const UINT sampleMask = 0xFFFFFFFF; - - ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState); - - // Set the vertices - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); - return; - } - - d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData); - - float depthClear = gl::clamp01(clearParams.depthClearValue); - d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue); - d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue); - d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue); - d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue); - - mDeviceContext->Unmap(mClearVB, 0); - - // Apply state - mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); - mDeviceContext->OMSetDepthStencilState(dsState, stencilClear); - mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS); - - // Apply shaders - ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS; - - mDeviceContext->IASetInputLayout(mClearIL); - mDeviceContext->VSSetShader(mClearVS, NULL, 0); - mDeviceContext->PSSetShader(pixelShader, NULL, 0); - mDeviceContext->GSSetShader(NULL, NULL, 0); - - // Apply vertex buffer - static UINT stride = sizeof(d3d11::PositionDepthColorVertex); - static UINT startIdx = 0; - mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx); - mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - - // Draw the clear quad - mDeviceContext->Draw(4, 0); - - // Clean up - markAllStateDirty(); -} - -void Renderer11::markAllStateDirty() -{ - for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) - { - mAppliedRenderTargetSerials[rtIndex] = 0; - } - mAppliedDepthbufferSerial = 0; - mAppliedStencilbufferSerial = 0; - mDepthStencilInitialized = false; - mRenderTargetDescInitialized = false; - - for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) - { - mForceSetVertexSamplerStates[i] = true; - mCurVertexTextureSerials[i] = 0; - } - for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) - { - mForceSetPixelSamplerStates[i] = true; - mCurPixelTextureSerials[i] = 0; - } - - mForceSetBlendState = true; - mForceSetRasterState = true; - mForceSetDepthStencilState = true; - mForceSetScissor = true; - mForceSetViewport = true; - - mAppliedIBSerial = 0; - mAppliedStorageIBSerial = 0; - mAppliedIBOffset = 0; - - mAppliedProgramBinarySerial = 0; - memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); - memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); - - mInputLayoutCache.markDirty(); - - mCurrentVertexConstantBuffer = NULL; - mCurrentPixelConstantBuffer = NULL; - mCurrentGeometryConstantBuffer = NULL; - - mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; -} - -void Renderer11::releaseDeviceResources() -{ - mStateCache.clear(); - mInputLayoutCache.clear(); - - delete mVertexDataManager; - mVertexDataManager = NULL; - - delete mIndexDataManager; - mIndexDataManager = NULL; - - delete mLineLoopIB; - mLineLoopIB = NULL; - - delete mTriangleFanIB; - mTriangleFanIB = NULL; - - SafeRelease(mCopyVB); - SafeRelease(mCopySampler); - SafeRelease(mCopyIL); - SafeRelease(mCopyIL); - SafeRelease(mCopyVS); - SafeRelease(mCopyRGBAPS); - SafeRelease(mCopyRGBPS); - SafeRelease(mCopyLumPS); - SafeRelease(mCopyLumAlphaPS); - - mCopyResourcesInitialized = false; - - SafeRelease(mClearVB); - SafeRelease(mClearIL); - SafeRelease(mClearVS); - SafeRelease(mClearSinglePS); - SafeRelease(mClearMultiplePS); - SafeRelease(mClearScissorRS); - SafeRelease(mClearNoScissorRS); - - mClearResourcesInitialized = false; - - SafeRelease(mDriverConstantBufferVS); - SafeRelease(mDriverConstantBufferPS); - SafeRelease(mSyncQuery); -} - -void Renderer11::notifyDeviceLost() -{ - mDeviceLost = true; - mDisplay->notifyDeviceLost(); -} - -bool Renderer11::isDeviceLost() -{ - return mDeviceLost; -} - -// set notify to true to broadcast a message to all contexts of the device loss -bool Renderer11::testDeviceLost(bool notify) -{ - bool isLost = false; - - // GetRemovedReason is used to test if the device is removed - HRESULT result = mDevice->GetDeviceRemovedReason(); - isLost = d3d11::isDeviceLostError(result); - - if (isLost) - { - // Log error if this is a new device lost event - if (mDeviceLost == false) - { - ERR("The D3D11 device was removed: 0x%08X", result); - } - - // ensure we note the device loss -- - // we'll probably get this done again by notifyDeviceLost - // but best to remember it! - // Note that we don't want to clear the device loss status here - // -- this needs to be done by resetDevice - mDeviceLost = true; - if (notify) - { - notifyDeviceLost(); - } - } - - return isLost; -} - -bool Renderer11::testDeviceResettable() -{ - // determine if the device is resettable by creating a dummy device - PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); - - if (D3D11CreateDevice == NULL) - { - return false; - } - - D3D_FEATURE_LEVEL featureLevels[] = - { - D3D_FEATURE_LEVEL_11_0, - D3D_FEATURE_LEVEL_10_1, - D3D_FEATURE_LEVEL_10_0, - }; - - ID3D11Device* dummyDevice; - D3D_FEATURE_LEVEL dummyFeatureLevel; - ID3D11DeviceContext* dummyContext; - - HRESULT result = D3D11CreateDevice(NULL, - D3D_DRIVER_TYPE_HARDWARE, - NULL, - #if defined(_DEBUG) - D3D11_CREATE_DEVICE_DEBUG, - #else - 0, - #endif - featureLevels, - ArraySize(featureLevels), - D3D11_SDK_VERSION, - &dummyDevice, - &dummyFeatureLevel, - &dummyContext); - - if (!mDevice || FAILED(result)) - { - return false; - } - - dummyContext->Release(); - dummyDevice->Release(); - - return true; -} - -void Renderer11::release() -{ - releaseDeviceResources(); - - if (mDxgiFactory) - { - mDxgiFactory->Release(); - mDxgiFactory = NULL; - } - - if (mDxgiAdapter) - { - mDxgiAdapter->Release(); - mDxgiAdapter = NULL; - } - - if (mDeviceContext) - { - mDeviceContext->ClearState(); - mDeviceContext->Flush(); - mDeviceContext->Release(); - mDeviceContext = NULL; - } - - if (mDevice) - { - mDevice->Release(); - mDevice = NULL; - } - - if (mD3d11Module) - { - FreeLibrary(mD3d11Module); - mD3d11Module = NULL; - } - - if (mDxgiModule) - { - FreeLibrary(mDxgiModule); - mDxgiModule = NULL; - } -} - -bool Renderer11::resetDevice() -{ - // recreate everything - release(); - EGLint result = initialize(); - - if (result != EGL_SUCCESS) - { - ERR("Could not reinitialize D3D11 device: %08X", result); - return false; - } - - mDeviceLost = false; - - return true; -} - -DWORD Renderer11::getAdapterVendor() const -{ - return mAdapterDescription.VendorId; -} - -std::string Renderer11::getRendererDescription() const -{ - std::ostringstream rendererString; - - rendererString << mDescription; - rendererString << " Direct3D11"; - - rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); - rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); - - return rendererString.str(); -} - -GUID Renderer11::getAdapterIdentifier() const -{ - // Use the adapter LUID as our adapter ID - // This number is local to a machine is only guaranteed to be unique between restarts - META_ASSERT(sizeof(LUID) <= sizeof(GUID)); - GUID adapterId = {0}; - memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); - return adapterId; -} - -bool Renderer11::getBGRATextureSupport() const -{ - return mBGRATextureSupport; -} - -bool Renderer11::getDXT1TextureSupport() -{ - return mDXT1TextureSupport; -} - -bool Renderer11::getDXT3TextureSupport() -{ - return mDXT3TextureSupport; -} - -bool Renderer11::getDXT5TextureSupport() -{ - return mDXT5TextureSupport; -} - -bool Renderer11::getDepthTextureSupport() const -{ - return mDepthTextureSupport; -} - -bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) -{ - *renderable = mFloat32RenderSupport; - *filtering = mFloat32FilterSupport; - return mFloat32TextureSupport; -} - -bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) -{ - *renderable = mFloat16RenderSupport; - *filtering = mFloat16FilterSupport; - return mFloat16TextureSupport; -} - -bool Renderer11::getLuminanceTextureSupport() -{ - return false; -} - -bool Renderer11::getLuminanceAlphaTextureSupport() -{ - return false; -} - -bool Renderer11::getTextureFilterAnisotropySupport() const -{ - return true; -} - -float Renderer11::getTextureMaxAnisotropy() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_MAX_MAXANISOTROPY; - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_MAX_MAXANISOTROPY; - default: UNREACHABLE(); - return 0; - } -} - -bool Renderer11::getEventQuerySupport() -{ - return true; -} - -Range Renderer11::getViewportBounds() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX); - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); - default: UNREACHABLE(); - return Range(0, 0); - } -} - -unsigned int Renderer11::getMaxVertexTextureImageUnits() const -{ - META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4; - default: UNREACHABLE(); - return 0; - } -} - -unsigned int Renderer11::getMaxCombinedTextureImageUnits() const -{ - return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); -} - -unsigned int Renderer11::getReservedVertexUniformVectors() const -{ - return 0; // Driver uniforms are stored in a separate constant buffer -} - -unsigned int Renderer11::getReservedFragmentUniformVectors() const -{ - return 0; // Driver uniforms are stored in a separate constant buffer -} - -unsigned int Renderer11::getMaxVertexUniformVectors() const -{ - META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); - ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); - return MAX_VERTEX_UNIFORM_VECTORS_D3D11; -} - -unsigned int Renderer11::getMaxFragmentUniformVectors() const -{ - META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); - ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); - return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11; -} - -unsigned int Renderer11::getMaxVaryingVectors() const -{ - META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT); - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_VS_OUTPUT_REGISTER_COUNT; - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_VS_OUTPUT_REGISTER_COUNT; - default: UNREACHABLE(); - return 0; - } -} - -bool Renderer11::getNonPower2TextureSupport() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return true; - default: UNREACHABLE(); - return false; - } -} - -bool Renderer11::getOcclusionQuerySupport() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return true; - default: UNREACHABLE(); - return false; - } -} - -bool Renderer11::getInstancingSupport() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return true; - default: UNREACHABLE(); - return false; - } -} - -bool Renderer11::getShareHandleSupport() const -{ - // We only currently support share handles with BGRA surfaces, because - // chrome needs BGRA. Once chrome fixes this, we should always support them. - // PIX doesn't seem to support using share handles, so disable them. - return getBGRATextureSupport() && !gl::perfActive(); -} - -bool Renderer11::getDerivativeInstructionSupport() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return true; - default: UNREACHABLE(); - return false; - } -} - -bool Renderer11::getPostSubBufferSupport() const -{ - // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. - return false; -} - -int Renderer11::getMajorShaderModel() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 - case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 - case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 - default: UNREACHABLE(); return 0; - } -} - -int Renderer11::getMinorShaderModel() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 - case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 - case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 - default: UNREACHABLE(); return 0; - } -} - -float Renderer11::getMaxPointSize() const -{ - // choose a reasonable maximum. we enforce this in the shader. - // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size) - return 1024.0f; -} - -int Renderer11::getMaxViewportDimension() const -{ - // Maximum viewport size must be at least as large as the largest render buffer (or larger). - // In our case return the maximum texture size, which is the maximum render buffer size. - META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX); - META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX); - - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 - default: UNREACHABLE(); - return 0; - } -} - -int Renderer11::getMaxTextureWidth() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 - default: UNREACHABLE(); return 0; - } -} - -int Renderer11::getMaxTextureHeight() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 - default: UNREACHABLE(); return 0; - } -} - -bool Renderer11::get32BitIndexSupport() const -{ - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true - default: UNREACHABLE(); return false; - } -} - -int Renderer11::getMinSwapInterval() const -{ - return 0; -} - -int Renderer11::getMaxSwapInterval() const -{ - return 4; -} - -int Renderer11::getMaxSupportedSamples() const -{ - return mMaxSupportedSamples; -} - -int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const -{ - if (requested == 0) - { - return 0; - } - - MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format); - if (iter != mMultisampleSupportMap.end()) - { - const MultisampleSupportInfo& info = iter->second; - for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) - { - if (info.qualityLevels[i] > 0) - { - return i + 1; - } - } - } - - return -1; -} - -unsigned int Renderer11::getMaxRenderTargets() const -{ - META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); - META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); - - switch (mFeatureLevel) - { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 - default: - UNREACHABLE(); - return 1; - } -} - -bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) -{ - if (source && dest) - { - TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); - TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); - - mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); - return true; - } - - return false; -} - -bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) -{ - if (source && dest) - { - TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); - TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); - - mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); - return true; - } - - return false; -} - -bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, - GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) -{ - gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); - if (!colorbuffer) - { - ERR("Failed to retrieve the color buffer from the frame buffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); - if (!sourceRenderTarget) - { - ERR("Failed to retrieve the render target from the frame buffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); - if (!source) - { - ERR("Failed to retrieve the render target view from the render target."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); - if (!storage11) - { - ERR("Failed to retrieve the texture storage from the destination."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level)); - if (!destRenderTarget) - { - ERR("Failed to retrieve the render target from the destination storage."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); - if (!dest) - { - ERR("Failed to retrieve the render target view from the destination render target."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - gl::Rectangle destRect; - destRect.x = xoffset; - destRect.y = yoffset; - destRect.width = sourceRect.width; - destRect.height = sourceRect.height; - - bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), - dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); - - return ret; -} - -bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, - GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) -{ - gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); - if (!colorbuffer) - { - ERR("Failed to retrieve the color buffer from the frame buffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); - if (!sourceRenderTarget) - { - ERR("Failed to retrieve the render target from the frame buffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); - if (!source) - { - ERR("Failed to retrieve the render target view from the render target."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); - if (!storage11) - { - ERR("Failed to retrieve the texture storage from the destination."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level)); - if (!destRenderTarget) - { - ERR("Failed to retrieve the render target from the destination storage."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); - if (!dest) - { - ERR("Failed to retrieve the render target view from the destination render target."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - gl::Rectangle destRect; - destRect.x = xoffset; - destRect.y = yoffset; - destRect.width = sourceRect.width; - destRect.height = sourceRect.height; - - bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), - dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); - - return ret; -} - -bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, - ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat) -{ - HRESULT result; - - if (!mCopyResourcesInitialized) - { - ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS); - - D3D11_BUFFER_DESC vbDesc; - vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; - vbDesc.Usage = D3D11_USAGE_DYNAMIC; - vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - vbDesc.MiscFlags = 0; - vbDesc.StructureByteStride = 0; - - result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer"); - - D3D11_SAMPLER_DESC samplerDesc; - samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - samplerDesc.MipLODBias = 0.0f; - samplerDesc.MaxAnisotropy = 0; - samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; - samplerDesc.BorderColor[0] = 0.0f; - samplerDesc.BorderColor[1] = 0.0f; - samplerDesc.BorderColor[2] = 0.0f; - samplerDesc.BorderColor[3] = 0.0f; - samplerDesc.MinLOD = 0.0f; - samplerDesc.MaxLOD = 0.0f; - - result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler"); - - D3D11_INPUT_ELEMENT_DESC quadLayout[] = - { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout"); - - result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader"); - - result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader"); - - result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader"); - - result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader"); - - result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader"); - - mCopyResourcesInitialized = true; - } - - // Verify the source and destination area sizes - if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) || - sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) || - destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) || - destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight)) - { - return gl::error(GL_INVALID_VALUE, false); - } - - // Set vertices - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); - - // Create a quad in homogeneous coordinates - float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f; - float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f; - float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f; - float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f; - - float u1 = sourceArea.x / float(sourceWidth); - float v1 = sourceArea.y / float(sourceHeight); - float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth); - float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight); - - d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); - d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); - d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); - d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); - - mDeviceContext->Unmap(mCopyVB, 0); - - static UINT stride = sizeof(d3d11::PositionTexCoordVertex); - static UINT startIdx = 0; - mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx); - - // Apply state - mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); - mDeviceContext->RSSetState(NULL); - - // Apply shaders - mDeviceContext->IASetInputLayout(mCopyIL); - mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - mDeviceContext->VSSetShader(mCopyVS, NULL, 0); - - ID3D11PixelShader *ps = NULL; - switch(destFormat) - { - case GL_RGBA: ps = mCopyRGBAPS; break; - case GL_RGB: ps = mCopyRGBPS; break; - case GL_ALPHA: ps = mCopyRGBAPS; break; - case GL_BGRA_EXT: ps = mCopyRGBAPS; break; - case GL_LUMINANCE: ps = mCopyLumPS; break; - case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break; - default: UNREACHABLE(); ps = NULL; break; - } - - mDeviceContext->PSSetShader(ps, NULL, 0); - mDeviceContext->GSSetShader(NULL, NULL, 0); - - // Unset the currently bound shader resource to avoid conflicts - static ID3D11ShaderResourceView *const nullSRV = NULL; - mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); - - // Apply render target - setOneTimeRenderTarget(dest); - - // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = destWidth; - viewport.Height = destHeight; - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - mDeviceContext->RSSetViewports(1, &viewport); - - // Apply textures - mDeviceContext->PSSetShaderResources(0, 1, &source); - mDeviceContext->PSSetSamplers(0, 1, &mCopySampler); - - // Draw the quad - mDeviceContext->Draw(4, 0); - - // Unbind textures and render targets and vertex buffer - mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); - - unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = NULL; - mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - markAllStateDirty(); - - return true; -} - -void Renderer11::unapplyRenderTargets() -{ - setOneTimeRenderTarget(NULL); -} - -void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) -{ - ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; - - rtvArray[0] = renderTargetView; - - mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL); - - // Do not preserve the serial for this one-time-use render target - for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) - { - mAppliedRenderTargetSerials[rtIndex] = 0; - } -} - -RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) -{ - SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); - RenderTarget11 *renderTarget = NULL; - - if (depth) - { - // Note: depth stencil may be NULL for 0 sized surfaces - renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), - swapChain11->getDepthStencilTexture(), NULL, - swapChain11->getWidth(), swapChain11->getHeight()); - } - else - { - // Note: render target may be NULL for 0 sized surfaces - renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), - swapChain11->getOffscreenTexture(), - swapChain11->getRenderTargetShaderResource(), - swapChain11->getWidth(), swapChain11->getHeight()); - } - return renderTarget; -} - -RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) -{ - RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); - return renderTarget; -} - -ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type) -{ - ShaderExecutable11 *executable = NULL; - - switch (type) - { - case rx::SHADER_VERTEX: - { - ID3D11VertexShader *vshader = NULL; - HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); - ASSERT(SUCCEEDED(result)); - - if (vshader) - { - executable = new ShaderExecutable11(function, length, vshader); - } - } - break; - case rx::SHADER_PIXEL: - { - ID3D11PixelShader *pshader = NULL; - HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); - ASSERT(SUCCEEDED(result)); - - if (pshader) - { - executable = new ShaderExecutable11(function, length, pshader); - } - } - break; - case rx::SHADER_GEOMETRY: - { - ID3D11GeometryShader *gshader = NULL; - HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader); - ASSERT(SUCCEEDED(result)); - - if (gshader) - { - executable = new ShaderExecutable11(function, length, gshader); - } - } - break; - default: - UNREACHABLE(); - break; - } - - return executable; -} - -ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround) -{ - const char *profile = NULL; - - switch (type) - { - case rx::SHADER_VERTEX: - profile = "vs_4_0"; - break; - case rx::SHADER_PIXEL: - profile = "ps_4_0"; - break; - case rx::SHADER_GEOMETRY: - profile = "gs_4_0"; - break; - default: - UNREACHABLE(); - return NULL; - } - - ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); - if (!binary) - return NULL; - - ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); - binary->Release(); - - return executable; -} - -VertexBuffer *Renderer11::createVertexBuffer() -{ - return new VertexBuffer11(this); -} - -IndexBuffer *Renderer11::createIndexBuffer() -{ - return new IndexBuffer11(this); -} - -BufferStorage *Renderer11::createBufferStorage() -{ - return new BufferStorage11(this); -} - -QueryImpl *Renderer11::createQuery(GLenum type) -{ - return new Query11(this, type); -} - -FenceImpl *Renderer11::createFence() -{ - return new Fence11(this); -} - -bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource) -{ - ASSERT(colorbuffer != NULL); - - RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); - if (renderTarget) - { - *subresourceIndex = renderTarget->getSubresourceIndex(); - - ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); - if (colorBufferRTV) - { - ID3D11Resource *textureResource = NULL; - colorBufferRTV->GetResource(&textureResource); - - if (textureResource) - { - HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource); - textureResource->Release(); - - if (SUCCEEDED(result)) - { - return true; - } - else - { - ERR("Failed to extract the ID3D11Texture2D from the render target resource, " - "HRESULT: 0x%X.", result); - } - } - } - } - - return false; -} - -bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, - bool blitRenderTarget, bool blitDepthStencil) -{ - if (blitRenderTarget) - { - gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer(); - - if (!readBuffer) - { - ERR("Failed to retrieve the read buffer from the read framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget *readRenderTarget = readBuffer->getRenderTarget(); - - for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) - { - if (drawTarget->isEnabledColorAttachment(colorAttachment)) - { - gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment); - - if (!drawBuffer) - { - ERR("Failed to retrieve the draw buffer from the draw framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget(); - - if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false)) - { - return false; - } - } - } - } - - if (blitDepthStencil) - { - gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer(); - gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer(); - - if (!readBuffer) - { - ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - if (!drawBuffer) - { - ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - RenderTarget *readRenderTarget = readBuffer->getDepthStencil(); - RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil(); - - if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true)) - { - return false; - } - } - - return true; -} - -void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, - GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) -{ - ID3D11Texture2D *colorBufferTexture = NULL; - unsigned int subresourceIndex = 0; - - gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); - - if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) - { - gl::Rectangle area; - area.x = x; - area.y = y; - area.width = width; - area.height = height; - - readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, - packReverseRowOrder, packAlignment, pixels); - - colorBufferTexture->Release(); - colorBufferTexture = NULL; - } -} - -Image *Renderer11::createImage() -{ - return new Image11(); -} - -void Renderer11::generateMipmap(Image *dest, Image *src) -{ - Image11 *dest11 = Image11::makeImage11(dest); - Image11 *src11 = Image11::makeImage11(src); - Image11::generateMipmap(dest11, src11); -} - -TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) -{ - SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); - return new TextureStorage11_2D(this, swapChain11); -} - -TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) -{ - return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height); -} - -TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) -{ - return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size); -} - -static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType) -{ - if (sourceFormat == DXGI_FORMAT_A8_UNORM && - destFormat == GL_ALPHA && - destType == GL_UNSIGNED_BYTE) - { - return 1; - } - else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM && - destFormat == GL_RGBA && - destType == GL_UNSIGNED_BYTE) - { - return 4; - } - else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM && - destFormat == GL_BGRA_EXT && - destType == GL_UNSIGNED_BYTE) - { - return 4; - } - else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT && - destFormat == GL_RGBA && - destType == GL_HALF_FLOAT_OES) - { - return 8; - } - else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT && - destFormat == GL_RGB && - destType == GL_FLOAT) - { - return 12; - } - else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && - destFormat == GL_RGBA && - destType == GL_FLOAT) - { - return 16; - } - else - { - return 0; - } -} - -static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x, - unsigned int y, int inputPitch, gl::Color *outColor) -{ - switch (format) - { - case DXGI_FORMAT_R8G8B8A8_UNORM: - { - unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); - outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF); - outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00); - outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000); - outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000); - } - break; - - case DXGI_FORMAT_A8_UNORM: - { - outColor->red = 0.0f; - outColor->green = 0.0f; - outColor->blue = 0.0f; - outColor->alpha = *(data + x + y * inputPitch) / 255.0f; - } - break; - - case DXGI_FORMAT_R32G32B32A32_FLOAT: - { - outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0); - outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1); - outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2); - outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3); - } - break; - - case DXGI_FORMAT_R32G32B32_FLOAT: - { - outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0); - outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1); - outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2); - outColor->alpha = 1.0f; - } - break; - - case DXGI_FORMAT_R16G16B16A16_FLOAT: - { - outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0)); - outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1)); - outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2)); - outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3)); - } - break; - - case DXGI_FORMAT_B8G8R8A8_UNORM: - { - unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); - outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000); - outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF); - outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00); - outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000); - } - break; - - case DXGI_FORMAT_R8_UNORM: - { - outColor->red = *(data + x + y * inputPitch) / 255.0f; - outColor->green = 0.0f; - outColor->blue = 0.0f; - outColor->alpha = 1.0f; - } - break; - - case DXGI_FORMAT_R8G8_UNORM: - { - unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch); - - outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00); - outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF); - outColor->blue = 0.0f; - outColor->alpha = 1.0f; - } - break; - - case DXGI_FORMAT_R16_FLOAT: - { - outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch)); - outColor->green = 0.0f; - outColor->blue = 0.0f; - outColor->alpha = 1.0f; - } - break; - - case DXGI_FORMAT_R16G16_FLOAT: - { - outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0)); - outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1)); - outColor->blue = 0.0f; - outColor->alpha = 1.0f; - } - break; - - default: - ERR("ReadPixelColor not implemented for DXGI format %u.", format); - UNIMPLEMENTED(); - break; - } -} - -static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x, - unsigned int y, int outputPitch, void *outData) -{ - unsigned char* byteData = reinterpret_cast<unsigned char*>(outData); - unsigned short* shortData = reinterpret_cast<unsigned short*>(outData); - - switch (format) - { - case GL_RGBA: - switch (type) - { - case GL_UNSIGNED_BYTE: - byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); - byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); - byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); - byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); - break; - - default: - ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type); - UNIMPLEMENTED(); - break; - } - break; - - case GL_BGRA_EXT: - switch (type) - { - case GL_UNSIGNED_BYTE: - byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f); - byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); - byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f); - byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); - break; - - case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: - // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section - // this type is packed as follows: - // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 - // -------------------------------------------------------------------------------- - // | 4th | 3rd | 2nd | 1st component | - // -------------------------------------------------------------------------------- - // in the case of BGRA_EXT, B is the first component, G the second, and so forth. - shortData[x + y * outputPitch / sizeof(unsigned short)] = - (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) | - (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) | - (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) | - (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0); - break; - - case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: - // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section - // this type is packed as follows: - // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 - // -------------------------------------------------------------------------------- - // | 4th | 3rd | 2nd | 1st component | - // -------------------------------------------------------------------------------- - // in the case of BGRA_EXT, B is the first component, G the second, and so forth. - shortData[x + y * outputPitch / sizeof(unsigned short)] = - (static_cast<unsigned short>( color.alpha + 0.5f) << 15) | - (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) | - (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) | - (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0); - break; - - default: - ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type); - UNIMPLEMENTED(); - break; - } - break; - - case GL_RGB: - switch (type) - { - case GL_UNSIGNED_SHORT_5_6_5: - shortData[x + y * outputPitch / sizeof(unsigned short)] = - (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) | - (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) | - (static_cast<unsigned short>(31 * color.red + 0.5f) << 11); - break; - - case GL_UNSIGNED_BYTE: - byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); - byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); - byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); - break; - - default: - ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type); - UNIMPLEMENTED(); - break; - } - break; - - default: - ERR("WritePixelColor not implemented for format 0x%X.", format); - UNIMPLEMENTED(); - break; - } -} - -void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, - GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, - GLint packAlignment, void *pixels) -{ - D3D11_TEXTURE2D_DESC textureDesc; - texture->GetDesc(&textureDesc); - - D3D11_TEXTURE2D_DESC stagingDesc; - stagingDesc.Width = area.width; - stagingDesc.Height = area.height; - stagingDesc.MipLevels = 1; - stagingDesc.ArraySize = 1; - stagingDesc.Format = textureDesc.Format; - stagingDesc.SampleDesc.Count = 1; - stagingDesc.SampleDesc.Quality = 0; - stagingDesc.Usage = D3D11_USAGE_STAGING; - stagingDesc.BindFlags = 0; - stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - stagingDesc.MiscFlags = 0; - - ID3D11Texture2D* stagingTex = NULL; - HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); - if (FAILED(result)) - { - ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result); - return; - } - - ID3D11Texture2D* srcTex = NULL; - if (textureDesc.SampleDesc.Count > 1) - { - D3D11_TEXTURE2D_DESC resolveDesc; - resolveDesc.Width = textureDesc.Width; - resolveDesc.Height = textureDesc.Height; - resolveDesc.MipLevels = 1; - resolveDesc.ArraySize = 1; - resolveDesc.Format = textureDesc.Format; - resolveDesc.SampleDesc.Count = 1; - resolveDesc.SampleDesc.Quality = 0; - resolveDesc.Usage = D3D11_USAGE_DEFAULT; - resolveDesc.BindFlags = 0; - resolveDesc.CPUAccessFlags = 0; - resolveDesc.MiscFlags = 0; - - result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); - if (FAILED(result)) - { - ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result); - stagingTex->Release(); - return; - } - - mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); - subResource = 0; - } - else - { - srcTex = texture; - srcTex->AddRef(); - } - - D3D11_BOX srcBox; - srcBox.left = area.x; - srcBox.right = area.x + area.width; - srcBox.top = area.y; - srcBox.bottom = area.y + area.height; - srcBox.front = 0; - srcBox.back = 1; - - mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); - - srcTex->Release(); - srcTex = NULL; - - D3D11_MAPPED_SUBRESOURCE mapping; - mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping); - - unsigned char *source; - int inputPitch; - if (packReverseRowOrder) - { - source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1); - inputPitch = -static_cast<int>(mapping.RowPitch); - } - else - { - source = static_cast<unsigned char*>(mapping.pData); - inputPitch = static_cast<int>(mapping.RowPitch); - } - - unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type); - if (fastPixelSize != 0) - { - unsigned char *dest = static_cast<unsigned char*>(pixels); - for (int j = 0; j < area.height; j++) - { - memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize); - } - } - else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM && - format == GL_RGBA && - type == GL_UNSIGNED_BYTE) - { - // Fast path for swapping red with blue - unsigned char *dest = static_cast<unsigned char*>(pixels); - - for (int j = 0; j < area.height; j++) - { - for (int i = 0; i < area.width; i++) - { - unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); - *(unsigned int*)(dest + 4 * i + j * outputPitch) = - (argb & 0xFF00FF00) | // Keep alpha and green - (argb & 0x00FF0000) >> 16 | // Move red to blue - (argb & 0x000000FF) << 16; // Move blue to red - } - } - } - else - { - gl::Color pixelColor; - for (int j = 0; j < area.height; j++) - { - for (int i = 0; i < area.width; i++) - { - readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor); - writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels); - } - } - } - - mDeviceContext->Unmap(stagingTex, 0); - - stagingTex->Release(); - stagingTex = NULL; -} - -bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, - RenderTarget *drawRenderTarget, bool wholeBufferCopy) -{ - ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height); - - RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget); - if (!drawRenderTarget) - { - ERR("Failed to retrieve the draw render target from the draw framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11Texture2D *drawTexture = drawRenderTarget11->getTexture(); - unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); - - RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget); - if (!readRenderTarget) - { - ERR("Failed to retrieve the read render target from the read framebuffer."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - ID3D11Texture2D *readTexture = NULL; - unsigned int readSubresource = 0; - if (readRenderTarget->getSamples() > 0) - { - readTexture = resolveMultisampledTexture(readRenderTarget11->getTexture(), readRenderTarget11->getSubresourceIndex()); - readSubresource = 0; - } - else - { - readTexture = readRenderTarget11->getTexture(); - readTexture->AddRef(); - readSubresource = readRenderTarget11->getSubresourceIndex(); - } - - if (!readTexture) - { - ERR("Failed to retrieve the read render target view from the read render target."); - return gl::error(GL_OUT_OF_MEMORY, false); - } - - D3D11_BOX readBox; - readBox.left = readRect.x; - readBox.right = readRect.x + readRect.width; - readBox.top = readRect.y; - readBox.bottom = readRect.y + readRect.height; - readBox.front = 0; - readBox.back = 1; - - // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox - // We also require complete framebuffer copies for depth-stencil blit. - D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; - - mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0, - readTexture, readSubresource, pSrcBox); - - SafeRelease(readTexture); - - return true; -} - -ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) -{ - D3D11_TEXTURE2D_DESC textureDesc; - source->GetDesc(&textureDesc); - - if (textureDesc.SampleDesc.Count > 1) - { - D3D11_TEXTURE2D_DESC resolveDesc; - resolveDesc.Width = textureDesc.Width; - resolveDesc.Height = textureDesc.Height; - resolveDesc.MipLevels = 1; - resolveDesc.ArraySize = 1; - resolveDesc.Format = textureDesc.Format; - resolveDesc.SampleDesc.Count = 1; - resolveDesc.SampleDesc.Quality = 0; - resolveDesc.Usage = textureDesc.Usage; - resolveDesc.BindFlags = textureDesc.BindFlags; - resolveDesc.CPUAccessFlags = 0; - resolveDesc.MiscFlags = 0; - - ID3D11Texture2D *resolveTexture = NULL; - HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); - if (FAILED(result)) - { - ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); - return NULL; - } - - mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); - return resolveTexture; - } - else - { - source->AddRef(); - return source; - } -} - -bool Renderer11::getLUID(LUID *adapterLuid) const -{ - adapterLuid->HighPart = 0; - adapterLuid->LowPart = 0; - - if (!mDxgiAdapter) - { - return false; - } - - DXGI_ADAPTER_DESC adapterDesc; - if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) - { - return false; - } - - *adapterLuid = adapterDesc.AdapterLuid; - return true; -} - -} |