1 #include "precompiled.h" 2 // 3 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. 4 // Use of this source code is governed by a BSD-style license that can be 5 // found in the LICENSE file. 6 // 7 8 // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. 9 10 #include "libGLESv2/main.h" 11 #include "libGLESv2/utilities.h" 12 #include "libGLESv2/Buffer.h" 13 #include "libGLESv2/ProgramBinary.h" 14 #include "libGLESv2/Framebuffer.h" 15 #include "libGLESv2/Renderbuffer.h" 16 #include "libGLESv2/renderer/Renderer11.h" 17 #include "libGLESv2/renderer/RenderTarget11.h" 18 #include "libGLESv2/renderer/renderer11_utils.h" 19 #include "libGLESv2/renderer/ShaderExecutable11.h" 20 #include "libGLESv2/renderer/SwapChain11.h" 21 #include "libGLESv2/renderer/Image11.h" 22 #include "libGLESv2/renderer/VertexBuffer11.h" 23 #include "libGLESv2/renderer/IndexBuffer11.h" 24 #include "libGLESv2/renderer/BufferStorage11.h" 25 #include "libGLESv2/renderer/VertexDataManager.h" 26 #include "libGLESv2/renderer/IndexDataManager.h" 27 #include "libGLESv2/renderer/TextureStorage11.h" 28 #include "libGLESv2/renderer/Query11.h" 29 #include "libGLESv2/renderer/Fence11.h" 30 31 #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" 32 #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" 33 #include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h" 34 #include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h" 35 #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h" 36 37 #include "libGLESv2/renderer/shaders/compiled/clear11vs.h" 38 #include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h" 39 #include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h" 40 41 #include "libEGL/Display.h" 42 43 #ifdef _DEBUG 44 // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples 45 // and conformance tests. to enable all warnings, remove this define. 46 #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 47 #endif 48 49 namespace rx 50 { 51 static const DXGI_FORMAT RenderTargetFormats[] = 52 { 53 DXGI_FORMAT_B8G8R8A8_UNORM, 54 DXGI_FORMAT_R8G8B8A8_UNORM 55 }; 56 57 static const DXGI_FORMAT DepthStencilFormats[] = 58 { 59 DXGI_FORMAT_UNKNOWN, 60 DXGI_FORMAT_D24_UNORM_S8_UINT, 61 DXGI_FORMAT_D16_UNORM 62 }; 63 64 enum 65 { 66 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 67 }; 68 69 Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc) 70 { 71 mVertexDataManager = NULL; 72 mIndexDataManager = NULL; 73 74 mLineLoopIB = NULL; 75 mTriangleFanIB = NULL; 76 77 mCopyResourcesInitialized = false; 78 mCopyVB = NULL; 79 mCopySampler = NULL; 80 mCopyIL = NULL; 81 mCopyVS = NULL; 82 mCopyRGBAPS = NULL; 83 mCopyRGBPS = NULL; 84 mCopyLumPS = NULL; 85 mCopyLumAlphaPS = NULL; 86 87 mClearResourcesInitialized = false; 88 mClearVB = NULL; 89 mClearIL = NULL; 90 mClearVS = NULL; 91 mClearSinglePS = NULL; 92 mClearMultiplePS = NULL; 93 mClearScissorRS = NULL; 94 mClearNoScissorRS = NULL; 95 96 mSyncQuery = NULL; 97 98 mD3d11Module = NULL; 99 mDxgiModule = NULL; 100 101 mDeviceLost = false; 102 103 mMaxSupportedSamples = 0; 104 105 mDevice = NULL; 106 mDeviceContext = NULL; 107 mDxgiAdapter = NULL; 108 mDxgiFactory = NULL; 109 110 mDriverConstantBufferVS = NULL; 111 mDriverConstantBufferPS = NULL; 112 113 mBGRATextureSupport = false; 114 115 mIsGeometryShaderActive = false; 116 } 117 118 Renderer11::~Renderer11() 119 { 120 release(); 121 } 122 123 Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) 124 { 125 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer)); 126 return static_cast<rx::Renderer11*>(renderer); 127 } 128 129 #ifndef __d3d11_1_h__ 130 #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) 131 #endif 132 133 EGLint Renderer11::initialize() 134 { 135 if (!initializeCompiler()) 136 { 137 return EGL_NOT_INITIALIZED; 138 } 139 140 mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); 141 mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); 142 143 if (mD3d11Module == NULL || mDxgiModule == NULL) 144 { 145 ERR("Could not load D3D11 or DXGI library - aborting!\n"); 146 return EGL_NOT_INITIALIZED; 147 } 148 149 // create the D3D11 device 150 ASSERT(mDevice == NULL); 151 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); 152 153 if (D3D11CreateDevice == NULL) 154 { 155 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n"); 156 return EGL_NOT_INITIALIZED; 157 } 158 159 D3D_FEATURE_LEVEL featureLevels[] = 160 { 161 D3D_FEATURE_LEVEL_11_0, 162 D3D_FEATURE_LEVEL_10_1, 163 D3D_FEATURE_LEVEL_10_0, 164 }; 165 166 HRESULT result = S_OK; 167 168 #ifdef _DEBUG 169 result = D3D11CreateDevice(NULL, 170 D3D_DRIVER_TYPE_HARDWARE, 171 NULL, 172 D3D11_CREATE_DEVICE_DEBUG, 173 featureLevels, 174 ArraySize(featureLevels), 175 D3D11_SDK_VERSION, 176 &mDevice, 177 &mFeatureLevel, 178 &mDeviceContext); 179 180 if (!mDevice || FAILED(result)) 181 { 182 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); 183 } 184 185 if (!mDevice || FAILED(result)) 186 #endif 187 { 188 result = D3D11CreateDevice(NULL, 189 D3D_DRIVER_TYPE_HARDWARE, 190 NULL, 191 0, 192 featureLevels, 193 ArraySize(featureLevels), 194 D3D11_SDK_VERSION, 195 &mDevice, 196 &mFeatureLevel, 197 &mDeviceContext); 198 199 if (!mDevice || FAILED(result)) 200 { 201 ERR("Could not create D3D11 device - aborting!\n"); 202 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer 203 } 204 } 205 206 IDXGIDevice *dxgiDevice = NULL; 207 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); 208 209 if (FAILED(result)) 210 { 211 ERR("Could not query DXGI device - aborting!\n"); 212 return EGL_NOT_INITIALIZED; 213 } 214 215 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); 216 217 if (FAILED(result)) 218 { 219 ERR("Could not retrieve DXGI adapter - aborting!\n"); 220 return EGL_NOT_INITIALIZED; 221 } 222 223 dxgiDevice->Release(); 224 225 mDxgiAdapter->GetDesc(&mAdapterDescription); 226 memset(mDescription, 0, sizeof(mDescription)); 227 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); 228 229 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); 230 231 if (!mDxgiFactory || FAILED(result)) 232 { 233 ERR("Could not create DXGI factory - aborting!\n"); 234 return EGL_NOT_INITIALIZED; 235 } 236 237 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log 238 #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) 239 ID3D11InfoQueue *infoQueue; 240 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue); 241 242 if (SUCCEEDED(result)) 243 { 244 D3D11_MESSAGE_ID hideMessages[] = 245 { 246 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET 247 }; 248 249 D3D11_INFO_QUEUE_FILTER filter = {0}; 250 filter.DenyList.NumIDs = ArraySize(hideMessages); 251 filter.DenyList.pIDList = hideMessages; 252 253 infoQueue->AddStorageFilterEntries(&filter); 254 255 infoQueue->Release(); 256 } 257 #endif 258 259 unsigned int maxSupportedSamples = 0; 260 unsigned int rtFormatCount = ArraySize(RenderTargetFormats); 261 unsigned int dsFormatCount = ArraySize(DepthStencilFormats); 262 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i) 263 { 264 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount]; 265 if (format != DXGI_FORMAT_UNKNOWN) 266 { 267 UINT formatSupport; 268 result = mDevice->CheckFormatSupport(format, &formatSupport); 269 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) 270 { 271 MultisampleSupportInfo supportInfo; 272 273 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++) 274 { 275 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]); 276 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0) 277 { 278 maxSupportedSamples = std::max(j, maxSupportedSamples); 279 } 280 else 281 { 282 supportInfo.qualityLevels[j - 1] = 0; 283 } 284 } 285 286 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo)); 287 } 288 } 289 } 290 mMaxSupportedSamples = maxSupportedSamples; 291 292 initializeDevice(); 293 294 // BGRA texture support is optional in feature levels 10 and 10_1 295 UINT formatSupport; 296 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport); 297 if (FAILED(result)) 298 { 299 ERR("Error checking BGRA format support: 0x%08X", result); 300 } 301 else 302 { 303 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET); 304 mBGRATextureSupport = (formatSupport & flags) == flags; 305 } 306 307 // Check floating point texture support 308 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; 309 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET; 310 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; 311 312 DXGI_FORMAT float16Formats[] = 313 { 314 DXGI_FORMAT_R16_FLOAT, 315 DXGI_FORMAT_R16G16_FLOAT, 316 DXGI_FORMAT_R16G16B16A16_FLOAT, 317 }; 318 319 DXGI_FORMAT float32Formats[] = 320 { 321 DXGI_FORMAT_R32_FLOAT, 322 DXGI_FORMAT_R32G32_FLOAT, 323 DXGI_FORMAT_R32G32B32A32_FLOAT, 324 }; 325 326 mFloat16TextureSupport = true; 327 mFloat16FilterSupport = true; 328 mFloat16RenderSupport = true; 329 for (unsigned int i = 0; i < ArraySize(float16Formats); i++) 330 { 331 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport))) 332 { 333 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; 334 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; 335 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; 336 } 337 else 338 { 339 mFloat16TextureSupport = false; 340 mFloat16RenderSupport = false; 341 mFloat16FilterSupport = false; 342 } 343 } 344 345 mFloat32TextureSupport = true; 346 mFloat32FilterSupport = true; 347 mFloat32RenderSupport = true; 348 for (unsigned int i = 0; i < ArraySize(float32Formats); i++) 349 { 350 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport))) 351 { 352 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; 353 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; 354 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; 355 } 356 else 357 { 358 mFloat32TextureSupport = false; 359 mFloat32FilterSupport = false; 360 mFloat32RenderSupport = false; 361 } 362 } 363 364 // Check compressed texture support 365 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D; 366 367 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport))) 368 { 369 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; 370 } 371 else 372 { 373 mDXT1TextureSupport = false; 374 } 375 376 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport))) 377 { 378 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; 379 } 380 else 381 { 382 mDXT3TextureSupport = false; 383 } 384 385 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport))) 386 { 387 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; 388 } 389 else 390 { 391 mDXT5TextureSupport = false; 392 } 393 394 // Check depth texture support 395 DXGI_FORMAT depthTextureFormats[] = 396 { 397 DXGI_FORMAT_D16_UNORM, 398 DXGI_FORMAT_D24_UNORM_S8_UINT, 399 }; 400 401 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL | 402 D3D11_FORMAT_SUPPORT_TEXTURE2D; 403 404 mDepthTextureSupport = true; 405 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++) 406 { 407 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport))) 408 { 409 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags); 410 } 411 else 412 { 413 mDepthTextureSupport = false; 414 } 415 } 416 417 return EGL_SUCCESS; 418 } 419 420 // do any one-time device initialization 421 // NOTE: this is also needed after a device lost/reset 422 // to reset the scene status and ensure the default states are reset. 423 void Renderer11::initializeDevice() 424 { 425 mStateCache.initialize(mDevice); 426 mInputLayoutCache.initialize(mDevice, mDeviceContext); 427 428 ASSERT(!mVertexDataManager && !mIndexDataManager); 429 mVertexDataManager = new VertexDataManager(this); 430 mIndexDataManager = new IndexDataManager(this); 431 432 markAllStateDirty(); 433 } 434 435 int Renderer11::generateConfigs(ConfigDesc **configDescList) 436 { 437 unsigned int numRenderFormats = ArraySize(RenderTargetFormats); 438 unsigned int numDepthFormats = ArraySize(DepthStencilFormats); 439 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; 440 int numConfigs = 0; 441 442 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) 443 { 444 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) 445 { 446 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; 447 448 UINT formatSupport = 0; 449 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); 450 451 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) 452 { 453 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; 454 455 bool depthStencilFormatOK = true; 456 457 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN) 458 { 459 UINT formatSupport = 0; 460 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); 461 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); 462 } 463 464 if (depthStencilFormatOK) 465 { 466 ConfigDesc newConfig; 467 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); 468 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); 469 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling 470 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast 471 472 (*configDescList)[numConfigs++] = newConfig; 473 } 474 } 475 } 476 } 477 478 return numConfigs; 479 } 480 481 void Renderer11::deleteConfigs(ConfigDesc *configDescList) 482 { 483 delete [] (configDescList); 484 } 485 486 void Renderer11::sync(bool block) 487 { 488 if (block) 489 { 490 HRESULT result; 491 492 if (!mSyncQuery) 493 { 494 D3D11_QUERY_DESC queryDesc; 495 queryDesc.Query = D3D11_QUERY_EVENT; 496 queryDesc.MiscFlags = 0; 497 498 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); 499 ASSERT(SUCCEEDED(result)); 500 } 501 502 mDeviceContext->End(mSyncQuery); 503 mDeviceContext->Flush(); 504 505 do 506 { 507 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); 508 509 // Keep polling, but allow other threads to do something useful first 510 Sleep(0); 511 512 if (testDeviceLost(true)) 513 { 514 return; 515 } 516 } 517 while (result == S_FALSE); 518 } 519 else 520 { 521 mDeviceContext->Flush(); 522 } 523 } 524 525 SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) 526 { 527 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); 528 } 529 530 void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) 531 { 532 if (type == gl::SAMPLER_PIXEL) 533 { 534 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) 535 { 536 ERR("Pixel shader sampler index %i is not valid.", index); 537 return; 538 } 539 540 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) 541 { 542 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); 543 544 if (!dxSamplerState) 545 { 546 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" 547 "sampler state for pixel shaders at slot %i.", index); 548 } 549 550 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); 551 552 mCurPixelSamplerStates[index] = samplerState; 553 } 554 555 mForceSetPixelSamplerStates[index] = false; 556 } 557 else if (type == gl::SAMPLER_VERTEX) 558 { 559 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) 560 { 561 ERR("Vertex shader sampler index %i is not valid.", index); 562 return; 563 } 564 565 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) 566 { 567 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); 568 569 if (!dxSamplerState) 570 { 571 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" 572 "sampler state for vertex shaders at slot %i.", index); 573 } 574 575 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); 576 577 mCurVertexSamplerStates[index] = samplerState; 578 } 579 580 mForceSetVertexSamplerStates[index] = false; 581 } 582 else UNREACHABLE(); 583 } 584 585 void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) 586 { 587 ID3D11ShaderResourceView *textureSRV = NULL; 588 unsigned int serial = 0; 589 bool forceSetTexture = false; 590 591 if (texture) 592 { 593 TextureStorageInterface *texStorage = texture->getNativeTexture(); 594 if (texStorage) 595 { 596 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); 597 textureSRV = storage11->getSRV(); 598 } 599 600 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly 601 // missing the shader resource view 602 ASSERT(textureSRV != NULL); 603 604 serial = texture->getTextureSerial(); 605 forceSetTexture = texture->hasDirtyImages(); 606 } 607 608 if (type == gl::SAMPLER_PIXEL) 609 { 610 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) 611 { 612 ERR("Pixel shader sampler index %i is not valid.", index); 613 return; 614 } 615 616 if (forceSetTexture || mCurPixelTextureSerials[index] != serial) 617 { 618 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); 619 } 620 621 mCurPixelTextureSerials[index] = serial; 622 } 623 else if (type == gl::SAMPLER_VERTEX) 624 { 625 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) 626 { 627 ERR("Vertex shader sampler index %i is not valid.", index); 628 return; 629 } 630 631 if (forceSetTexture || mCurVertexTextureSerials[index] != serial) 632 { 633 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); 634 } 635 636 mCurVertexTextureSerials[index] = serial; 637 } 638 else UNREACHABLE(); 639 } 640 641 void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) 642 { 643 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) 644 { 645 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, 646 mCurDepthSize); 647 if (!dxRasterState) 648 { 649 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" 650 "rasterizer state."); 651 } 652 653 mDeviceContext->RSSetState(dxRasterState); 654 655 mCurRasterState = rasterState; 656 } 657 658 mForceSetRasterState = false; 659 } 660 661 void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, 662 unsigned int sampleMask) 663 { 664 if (mForceSetBlendState || 665 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || 666 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || 667 sampleMask != mCurSampleMask) 668 { 669 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState); 670 if (!dxBlendState) 671 { 672 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default " 673 "blend state."); 674 } 675 676 float blendColors[4] = {0.0f}; 677 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && 678 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) 679 { 680 blendColors[0] = blendColor.red; 681 blendColors[1] = blendColor.green; 682 blendColors[2] = blendColor.blue; 683 blendColors[3] = blendColor.alpha; 684 } 685 else 686 { 687 blendColors[0] = blendColor.alpha; 688 blendColors[1] = blendColor.alpha; 689 blendColors[2] = blendColor.alpha; 690 blendColors[3] = blendColor.alpha; 691 } 692 693 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); 694 695 mCurBlendState = blendState; 696 mCurBlendColor = blendColor; 697 mCurSampleMask = sampleMask; 698 } 699 700 mForceSetBlendState = false; 701 } 702 703 void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, 704 int stencilBackRef, bool frontFaceCCW) 705 { 706 if (mForceSetDepthStencilState || 707 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || 708 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) 709 { 710 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || 711 stencilRef != stencilBackRef || 712 depthStencilState.stencilMask != depthStencilState.stencilBackMask) 713 { 714 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " 715 "invalid under WebGL."); 716 return gl::error(GL_INVALID_OPERATION); 717 } 718 719 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); 720 if (!dxDepthStencilState) 721 { 722 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " 723 "setting the default depth stencil state."); 724 } 725 726 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); 727 728 mCurDepthStencilState = depthStencilState; 729 mCurStencilRef = stencilRef; 730 mCurStencilBackRef = stencilBackRef; 731 } 732 733 mForceSetDepthStencilState = false; 734 } 735 736 void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) 737 { 738 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || 739 enabled != mScissorEnabled) 740 { 741 if (enabled) 742 { 743 D3D11_RECT rect; 744 rect.left = std::max(0, scissor.x); 745 rect.top = std::max(0, scissor.y); 746 rect.right = scissor.x + std::max(0, scissor.width); 747 rect.bottom = scissor.y + std::max(0, scissor.height); 748 749 mDeviceContext->RSSetScissorRects(1, &rect); 750 } 751 752 if (enabled != mScissorEnabled) 753 { 754 mForceSetRasterState = true; 755 } 756 757 mCurScissor = scissor; 758 mScissorEnabled = enabled; 759 } 760 761 mForceSetScissor = false; 762 } 763 764 bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, 765 bool ignoreViewport) 766 { 767 gl::Rectangle actualViewport = viewport; 768 float actualZNear = gl::clamp01(zNear); 769 float actualZFar = gl::clamp01(zFar); 770 if (ignoreViewport) 771 { 772 actualViewport.x = 0; 773 actualViewport.y = 0; 774 actualViewport.width = mRenderTargetDesc.width; 775 actualViewport.height = mRenderTargetDesc.height; 776 actualZNear = 0.0f; 777 actualZFar = 1.0f; 778 } 779 780 // Get D3D viewport bounds, which depends on the feature level 781 const Range& viewportBounds = getViewportBounds(); 782 783 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds 784 D3D11_VIEWPORT dxViewport; 785 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end); 786 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end); 787 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension()); 788 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension()); 789 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX)); 790 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY)); 791 dxViewport.MinDepth = actualZNear; 792 dxViewport.MaxDepth = actualZFar; 793 794 if (dxViewport.Width <= 0 || dxViewport.Height <= 0) 795 { 796 return false; // Nothing to render 797 } 798 799 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || 800 actualZNear != mCurNear || actualZFar != mCurFar; 801 802 if (viewportChanged) 803 { 804 mDeviceContext->RSSetViewports(1, &dxViewport); 805 806 mCurViewport = actualViewport; 807 mCurNear = actualZNear; 808 mCurFar = actualZFar; 809 810 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; 811 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; 812 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); 813 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); 814 815 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; 816 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; 817 818 mVertexConstants.depthRange[0] = actualZNear; 819 mVertexConstants.depthRange[1] = actualZFar; 820 mVertexConstants.depthRange[2] = actualZFar - actualZNear; 821 822 mPixelConstants.depthRange[0] = actualZNear; 823 mPixelConstants.depthRange[1] = actualZFar; 824 mPixelConstants.depthRange[2] = actualZFar - actualZNear; 825 } 826 827 mForceSetViewport = false; 828 return true; 829 } 830 831 bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) 832 { 833 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; 834 835 GLsizei minCount = 0; 836 837 switch (mode) 838 { 839 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; 840 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; 841 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; 842 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; 843 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; 844 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; 845 // emulate fans via rewriting index buffer 846 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; 847 default: 848 return gl::error(GL_INVALID_ENUM, false); 849 } 850 851 if (primitiveTopology != mCurrentPrimitiveTopology) 852 { 853 mDeviceContext->IASetPrimitiveTopology(primitiveTopology); 854 mCurrentPrimitiveTopology = primitiveTopology; 855 } 856 857 return count >= minCount; 858 } 859 860 bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) 861 { 862 // Get the color render buffer and serial 863 // Also extract the render target dimensions and view 864 unsigned int renderTargetWidth = 0; 865 unsigned int renderTargetHeight = 0; 866 GLenum renderTargetFormat = 0; 867 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0}; 868 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; 869 bool missingColorRenderTarget = true; 870 871 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) 872 { 873 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment); 874 875 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE) 876 { 877 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) 878 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); 879 880 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment); 881 882 if (!colorbuffer) 883 { 884 ERR("render target pointer unexpectedly null."); 885 return false; 886 } 887 888 // check for zero-sized default framebuffer, which is a special case. 889 // in this case we do not wish to modify any state and just silently return false. 890 // this will not report any gl error but will cause the calling method to return. 891 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) 892 { 893 return false; 894 } 895 896 renderTargetSerials[colorAttachment] = colorbuffer->getSerial(); 897 898 // Extract the render target dimensions and view 899 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); 900 if (!renderTarget) 901 { 902 ERR("render target pointer unexpectedly null."); 903 return false; 904 } 905 906 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); 907 if (!framebufferRTVs[colorAttachment]) 908 { 909 ERR("render target view pointer unexpectedly null."); 910 return false; 911 } 912 913 if (missingColorRenderTarget) 914 { 915 renderTargetWidth = colorbuffer->getWidth(); 916 renderTargetHeight = colorbuffer->getHeight(); 917 renderTargetFormat = colorbuffer->getActualFormat(); 918 missingColorRenderTarget = false; 919 } 920 921 #ifdef _DEBUG 922 // Workaround for Debug SETSHADERRESOURCES_HAZARD D3D11 warnings 923 for (unsigned int vertexSerialIndex = 0; vertexSerialIndex < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; vertexSerialIndex++) 924 { 925 if (colorbuffer->getTextureSerial() != 0 && mCurVertexTextureSerials[vertexSerialIndex] == colorbuffer->getTextureSerial()) 926 { 927 setTexture(gl::SAMPLER_VERTEX, vertexSerialIndex, NULL); 928 } 929 } 930 931 for (unsigned int pixelSerialIndex = 0; pixelSerialIndex < gl::MAX_TEXTURE_IMAGE_UNITS; pixelSerialIndex++) 932 { 933 if (colorbuffer->getTextureSerial() != 0 && mCurPixelTextureSerials[pixelSerialIndex] == colorbuffer->getTextureSerial()) 934 { 935 setTexture(gl::SAMPLER_PIXEL, pixelSerialIndex, NULL); 936 } 937 } 938 #endif 939 } 940 } 941 942 // Get the depth stencil render buffer and serials 943 gl::Renderbuffer *depthStencil = NULL; 944 unsigned int depthbufferSerial = 0; 945 unsigned int stencilbufferSerial = 0; 946 if (framebuffer->getDepthbufferType() != GL_NONE) 947 { 948 depthStencil = framebuffer->getDepthbuffer(); 949 if (!depthStencil) 950 { 951 ERR("Depth stencil pointer unexpectedly null."); 952 SafeRelease(framebufferRTVs); 953 return false; 954 } 955 956 depthbufferSerial = depthStencil->getSerial(); 957 } 958 else if (framebuffer->getStencilbufferType() != GL_NONE) 959 { 960 depthStencil = framebuffer->getStencilbuffer(); 961 if (!depthStencil) 962 { 963 ERR("Depth stencil pointer unexpectedly null."); 964 SafeRelease(framebufferRTVs); 965 return false; 966 } 967 968 stencilbufferSerial = depthStencil->getSerial(); 969 } 970 971 // Extract the depth stencil sizes and view 972 unsigned int depthSize = 0; 973 unsigned int stencilSize = 0; 974 ID3D11DepthStencilView* framebufferDSV = NULL; 975 if (depthStencil) 976 { 977 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); 978 if (!depthStencilRenderTarget) 979 { 980 ERR("render target pointer unexpectedly null."); 981 SafeRelease(framebufferRTVs); 982 return false; 983 } 984 985 framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); 986 if (!framebufferDSV) 987 { 988 ERR("depth stencil view pointer unexpectedly null."); 989 SafeRelease(framebufferRTVs); 990 return false; 991 } 992 993 // If there is no render buffer, the width, height and format values come from 994 // the depth stencil 995 if (missingColorRenderTarget) 996 { 997 renderTargetWidth = depthStencil->getWidth(); 998 renderTargetHeight = depthStencil->getHeight(); 999 renderTargetFormat = depthStencil->getActualFormat(); 1000 } 1001 1002 depthSize = depthStencil->getDepthSize(); 1003 stencilSize = depthStencil->getStencilSize(); 1004 } 1005 1006 // Apply the render target and depth stencil 1007 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || 1008 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || 1009 depthbufferSerial != mAppliedDepthbufferSerial || 1010 stencilbufferSerial != mAppliedStencilbufferSerial) 1011 { 1012 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV); 1013 1014 mRenderTargetDesc.width = renderTargetWidth; 1015 mRenderTargetDesc.height = renderTargetHeight; 1016 mRenderTargetDesc.format = renderTargetFormat; 1017 mForceSetViewport = true; 1018 mForceSetScissor = true; 1019 1020 if (!mDepthStencilInitialized || depthSize != mCurDepthSize) 1021 { 1022 mCurDepthSize = depthSize; 1023 mForceSetRasterState = true; 1024 } 1025 1026 mCurStencilSize = stencilSize; 1027 1028 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) 1029 { 1030 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; 1031 } 1032 mAppliedDepthbufferSerial = depthbufferSerial; 1033 mAppliedStencilbufferSerial = stencilbufferSerial; 1034 mRenderTargetDescInitialized = true; 1035 mDepthStencilInitialized = true; 1036 } 1037 1038 return true; 1039 } 1040 1041 GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) 1042 { 1043 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; 1044 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); 1045 if (err != GL_NO_ERROR) 1046 { 1047 return err; 1048 } 1049 1050 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); 1051 } 1052 1053 GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 1054 { 1055 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); 1056 1057 if (err == GL_NO_ERROR) 1058 { 1059 if (indexInfo->storage) 1060 { 1061 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset) 1062 { 1063 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage); 1064 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); 1065 1066 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); 1067 1068 mAppliedIBSerial = 0; 1069 mAppliedStorageIBSerial = storage->getSerial(); 1070 mAppliedIBOffset = indexInfo->startOffset; 1071 } 1072 } 1073 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) 1074 { 1075 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); 1076 1077 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); 1078 1079 mAppliedIBSerial = indexInfo->serial; 1080 mAppliedStorageIBSerial = 0; 1081 mAppliedIBOffset = indexInfo->startOffset; 1082 } 1083 } 1084 1085 return err; 1086 } 1087 1088 void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) 1089 { 1090 if (mode == GL_LINE_LOOP) 1091 { 1092 drawLineLoop(count, GL_NONE, NULL, 0, NULL); 1093 } 1094 else if (mode == GL_TRIANGLE_FAN) 1095 { 1096 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); 1097 } 1098 else if (instances > 0) 1099 { 1100 mDeviceContext->DrawInstanced(count, instances, 0, 0); 1101 } 1102 else 1103 { 1104 mDeviceContext->Draw(count, 0); 1105 } 1106 } 1107 1108 void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) 1109 { 1110 if (mode == GL_LINE_LOOP) 1111 { 1112 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); 1113 } 1114 else if (mode == GL_TRIANGLE_FAN) 1115 { 1116 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances); 1117 } 1118 else if (instances > 0) 1119 { 1120 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0); 1121 } 1122 else 1123 { 1124 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); 1125 } 1126 } 1127 1128 void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) 1129 { 1130 // Get the raw indices for an indexed draw 1131 if (type != GL_NONE && elementArrayBuffer) 1132 { 1133 gl::Buffer *indexBuffer = elementArrayBuffer; 1134 BufferStorage *storage = indexBuffer->getStorage(); 1135 intptr_t offset = reinterpret_cast<intptr_t>(indices); 1136 indices = static_cast<const GLubyte*>(storage->getData()) + offset; 1137 } 1138 1139 if (!mLineLoopIB) 1140 { 1141 mLineLoopIB = new StreamingIndexBufferInterface(this); 1142 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) 1143 { 1144 delete mLineLoopIB; 1145 mLineLoopIB = NULL; 1146 1147 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); 1148 return gl::error(GL_OUT_OF_MEMORY); 1149 } 1150 } 1151 1152 // Checked by Renderer11::applyPrimitiveType 1153 ASSERT(count >= 0); 1154 1155 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) 1156 { 1157 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); 1158 return gl::error(GL_OUT_OF_MEMORY); 1159 } 1160 1161 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); 1162 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) 1163 { 1164 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); 1165 return gl::error(GL_OUT_OF_MEMORY); 1166 } 1167 1168 void* mappedMemory = NULL; 1169 unsigned int offset; 1170 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) 1171 { 1172 ERR("Could not map index buffer for GL_LINE_LOOP."); 1173 return gl::error(GL_OUT_OF_MEMORY); 1174 } 1175 1176 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); 1177 unsigned int indexBufferOffset = offset; 1178 1179 switch (type) 1180 { 1181 case GL_NONE: // Non-indexed draw 1182 for (int i = 0; i < count; i++) 1183 { 1184 data[i] = i; 1185 } 1186 data[count] = 0; 1187 break; 1188 case GL_UNSIGNED_BYTE: 1189 for (int i = 0; i < count; i++) 1190 { 1191 data[i] = static_cast<const GLubyte*>(indices)[i]; 1192 } 1193 data[count] = static_cast<const GLubyte*>(indices)[0]; 1194 break; 1195 case GL_UNSIGNED_SHORT: 1196 for (int i = 0; i < count; i++) 1197 { 1198 data[i] = static_cast<const GLushort*>(indices)[i]; 1199 } 1200 data[count] = static_cast<const GLushort*>(indices)[0]; 1201 break; 1202 case GL_UNSIGNED_INT: 1203 for (int i = 0; i < count; i++) 1204 { 1205 data[i] = static_cast<const GLuint*>(indices)[i]; 1206 } 1207 data[count] = static_cast<const GLuint*>(indices)[0]; 1208 break; 1209 default: UNREACHABLE(); 1210 } 1211 1212 if (!mLineLoopIB->unmapBuffer()) 1213 { 1214 ERR("Could not unmap index buffer for GL_LINE_LOOP."); 1215 return gl::error(GL_OUT_OF_MEMORY); 1216 } 1217 1218 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) 1219 { 1220 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); 1221 1222 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); 1223 mAppliedIBSerial = mLineLoopIB->getSerial(); 1224 mAppliedStorageIBSerial = 0; 1225 mAppliedIBOffset = indexBufferOffset; 1226 } 1227 1228 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); 1229 } 1230 1231 void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) 1232 { 1233 // Get the raw indices for an indexed draw 1234 if (type != GL_NONE && elementArrayBuffer) 1235 { 1236 gl::Buffer *indexBuffer = elementArrayBuffer; 1237 BufferStorage *storage = indexBuffer->getStorage(); 1238 intptr_t offset = reinterpret_cast<intptr_t>(indices); 1239 indices = static_cast<const GLubyte*>(storage->getData()) + offset; 1240 } 1241 1242 if (!mTriangleFanIB) 1243 { 1244 mTriangleFanIB = new StreamingIndexBufferInterface(this); 1245 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) 1246 { 1247 delete mTriangleFanIB; 1248 mTriangleFanIB = NULL; 1249 1250 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN."); 1251 return gl::error(GL_OUT_OF_MEMORY); 1252 } 1253 } 1254 1255 // Checked by Renderer11::applyPrimitiveType 1256 ASSERT(count >= 3); 1257 1258 const unsigned int numTris = count - 2; 1259 1260 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) 1261 { 1262 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); 1263 return gl::error(GL_OUT_OF_MEMORY); 1264 } 1265 1266 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); 1267 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) 1268 { 1269 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); 1270 return gl::error(GL_OUT_OF_MEMORY); 1271 } 1272 1273 void* mappedMemory = NULL; 1274 unsigned int offset; 1275 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) 1276 { 1277 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN."); 1278 return gl::error(GL_OUT_OF_MEMORY); 1279 } 1280 1281 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); 1282 unsigned int indexBufferOffset = offset; 1283 1284 switch (type) 1285 { 1286 case GL_NONE: // Non-indexed draw 1287 for (unsigned int i = 0; i < numTris; i++) 1288 { 1289 data[i*3 + 0] = 0; 1290 data[i*3 + 1] = i + 1; 1291 data[i*3 + 2] = i + 2; 1292 } 1293 break; 1294 case GL_UNSIGNED_BYTE: 1295 for (unsigned int i = 0; i < numTris; i++) 1296 { 1297 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0]; 1298 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1]; 1299 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2]; 1300 } 1301 break; 1302 case GL_UNSIGNED_SHORT: 1303 for (unsigned int i = 0; i < numTris; i++) 1304 { 1305 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0]; 1306 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1]; 1307 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2]; 1308 } 1309 break; 1310 case GL_UNSIGNED_INT: 1311 for (unsigned int i = 0; i < numTris; i++) 1312 { 1313 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0]; 1314 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1]; 1315 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2]; 1316 } 1317 break; 1318 default: UNREACHABLE(); 1319 } 1320 1321 if (!mTriangleFanIB->unmapBuffer()) 1322 { 1323 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); 1324 return gl::error(GL_OUT_OF_MEMORY); 1325 } 1326 1327 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset) 1328 { 1329 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); 1330 1331 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); 1332 mAppliedIBSerial = mTriangleFanIB->getSerial(); 1333 mAppliedStorageIBSerial = 0; 1334 mAppliedIBOffset = indexBufferOffset; 1335 } 1336 1337 if (instances > 0) 1338 { 1339 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); 1340 } 1341 else 1342 { 1343 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); 1344 } 1345 } 1346 1347 void Renderer11::applyShaders(gl::ProgramBinary *programBinary) 1348 { 1349 unsigned int programBinarySerial = programBinary->getSerial(); 1350 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial); 1351 1352 if (updateProgramState) 1353 { 1354 ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); 1355 ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); 1356 1357 ID3D11VertexShader *vertexShader = NULL; 1358 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); 1359 1360 ID3D11PixelShader *pixelShader = NULL; 1361 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); 1362 1363 mDeviceContext->PSSetShader(pixelShader, NULL, 0); 1364 mDeviceContext->VSSetShader(vertexShader, NULL, 0); 1365 1366 programBinary->dirtyAllUniforms(); 1367 1368 mAppliedProgramBinarySerial = programBinarySerial; 1369 } 1370 1371 // Only use the geometry shader currently for point sprite drawing 1372 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode); 1373 1374 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive) 1375 { 1376 if (usesGeometryShader) 1377 { 1378 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable(); 1379 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); 1380 mDeviceContext->GSSetShader(geometryShader, NULL, 0); 1381 } 1382 else 1383 { 1384 mDeviceContext->GSSetShader(NULL, NULL, 0); 1385 } 1386 1387 mIsGeometryShaderActive = usesGeometryShader; 1388 } 1389 } 1390 1391 void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) 1392 { 1393 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); 1394 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable()); 1395 1396 unsigned int totalRegisterCountVS = 0; 1397 unsigned int totalRegisterCountPS = 0; 1398 1399 bool vertexUniformsDirty = false; 1400 bool pixelUniformsDirty = false; 1401 1402 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) 1403 { 1404 const gl::Uniform *uniform = *uniform_iterator; 1405 1406 if (uniform->vsRegisterIndex >= 0) 1407 { 1408 totalRegisterCountVS += uniform->registerCount; 1409 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty; 1410 } 1411 1412 if (uniform->psRegisterIndex >= 0) 1413 { 1414 totalRegisterCountPS += uniform->registerCount; 1415 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty; 1416 } 1417 } 1418 1419 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS); 1420 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS); 1421 1422 float (*mapVS)[4] = NULL; 1423 float (*mapPS)[4] = NULL; 1424 1425 if (totalRegisterCountVS > 0 && vertexUniformsDirty) 1426 { 1427 D3D11_MAPPED_SUBRESOURCE map = {0}; 1428 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); 1429 ASSERT(SUCCEEDED(result)); 1430 mapVS = (float(*)[4])map.pData; 1431 } 1432 1433 if (totalRegisterCountPS > 0 && pixelUniformsDirty) 1434 { 1435 D3D11_MAPPED_SUBRESOURCE map = {0}; 1436 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); 1437 ASSERT(SUCCEEDED(result)); 1438 mapPS = (float(*)[4])map.pData; 1439 } 1440 1441 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) 1442 { 1443 gl::Uniform *uniform = *uniform_iterator; 1444 1445 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE) 1446 { 1447 if (uniform->vsRegisterIndex >= 0 && mapVS) 1448 { 1449 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); 1450 } 1451 1452 if (uniform->psRegisterIndex >= 0 && mapPS) 1453 { 1454 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); 1455 } 1456 } 1457 1458 uniform->dirty = false; 1459 } 1460 1461 if (mapVS) 1462 { 1463 mDeviceContext->Unmap(vertexConstantBuffer, 0); 1464 } 1465 1466 if (mapPS) 1467 { 1468 mDeviceContext->Unmap(pixelConstantBuffer, 0); 1469 } 1470 1471 if (mCurrentVertexConstantBuffer != vertexConstantBuffer) 1472 { 1473 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); 1474 mCurrentVertexConstantBuffer = vertexConstantBuffer; 1475 } 1476 1477 if (mCurrentPixelConstantBuffer != pixelConstantBuffer) 1478 { 1479 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); 1480 mCurrentPixelConstantBuffer = pixelConstantBuffer; 1481 } 1482 1483 // Driver uniforms 1484 if (!mDriverConstantBufferVS) 1485 { 1486 D3D11_BUFFER_DESC constantBufferDescription = {0}; 1487 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); 1488 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; 1489 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 1490 constantBufferDescription.CPUAccessFlags = 0; 1491 constantBufferDescription.MiscFlags = 0; 1492 constantBufferDescription.StructureByteStride = 0; 1493 1494 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); 1495 ASSERT(SUCCEEDED(result)); 1496 1497 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); 1498 } 1499 1500 if (!mDriverConstantBufferPS) 1501 { 1502 D3D11_BUFFER_DESC constantBufferDescription = {0}; 1503 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); 1504 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; 1505 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 1506 constantBufferDescription.CPUAccessFlags = 0; 1507 constantBufferDescription.MiscFlags = 0; 1508 constantBufferDescription.StructureByteStride = 0; 1509 1510 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); 1511 ASSERT(SUCCEEDED(result)); 1512 1513 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); 1514 } 1515 1516 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) 1517 { 1518 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); 1519 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); 1520 } 1521 1522 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) 1523 { 1524 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); 1525 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); 1526 } 1527 1528 // needed for the point sprite geometry shader 1529 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) 1530 { 1531 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); 1532 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; 1533 } 1534 } 1535 1536 void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) 1537 { 1538 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; 1539 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && 1540 !(clearParams.colorMaskRed && clearParams.colorMaskGreen && 1541 clearParams.colorMaskBlue && alphaUnmasked); 1542 1543 unsigned int stencilUnmasked = 0x0; 1544 if (frameBuffer->hasStencil()) 1545 { 1546 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); 1547 stencilUnmasked = (0x1 << stencilSize) - 1; 1548 } 1549 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && 1550 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; 1551 1552 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || 1553 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width || 1554 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height); 1555 1556 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear) 1557 { 1558 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers()); 1559 } 1560 else 1561 { 1562 if (clearParams.mask & GL_COLOR_BUFFER_BIT) 1563 { 1564 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) 1565 { 1566 if (frameBuffer->isEnabledColorAttachment(colorAttachment)) 1567 { 1568 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment); 1569 if (renderbufferObject) 1570 { 1571 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); 1572 if (!renderTarget) 1573 { 1574 ERR("render target pointer unexpectedly null."); 1575 return; 1576 } 1577 1578 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); 1579 if (!framebufferRTV) 1580 { 1581 ERR("render target view pointer unexpectedly null."); 1582 return; 1583 } 1584 1585 const float clearValues[4] = { clearParams.colorClearValue.red, 1586 clearParams.colorClearValue.green, 1587 clearParams.colorClearValue.blue, 1588 clearParams.colorClearValue.alpha }; 1589 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); 1590 } 1591 } 1592 } 1593 } 1594 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) 1595 { 1596 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); 1597 if (renderbufferObject) 1598 { 1599 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); 1600 if (!renderTarget) 1601 { 1602 ERR("render target pointer unexpectedly null."); 1603 return; 1604 } 1605 1606 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); 1607 if (!framebufferDSV) 1608 { 1609 ERR("depth stencil view pointer unexpectedly null."); 1610 return; 1611 } 1612 1613 UINT clearFlags = 0; 1614 if (clearParams.mask & GL_DEPTH_BUFFER_BIT) 1615 { 1616 clearFlags |= D3D11_CLEAR_DEPTH; 1617 } 1618 if (clearParams.mask & GL_STENCIL_BUFFER_BIT) 1619 { 1620 clearFlags |= D3D11_CLEAR_STENCIL; 1621 } 1622 1623 float depthClear = gl::clamp01(clearParams.depthClearValue); 1624 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; 1625 1626 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); 1627 } 1628 } 1629 } 1630 } 1631 1632 void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers) 1633 { 1634 HRESULT result; 1635 1636 if (!mClearResourcesInitialized) 1637 { 1638 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS); 1639 1640 D3D11_BUFFER_DESC vbDesc; 1641 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; 1642 vbDesc.Usage = D3D11_USAGE_DYNAMIC; 1643 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 1644 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 1645 vbDesc.MiscFlags = 0; 1646 vbDesc.StructureByteStride = 0; 1647 1648 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB); 1649 ASSERT(SUCCEEDED(result)); 1650 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer"); 1651 1652 D3D11_INPUT_ELEMENT_DESC quadLayout[] = 1653 { 1654 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 1655 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 1656 }; 1657 1658 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL); 1659 ASSERT(SUCCEEDED(result)); 1660 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout"); 1661 1662 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS); 1663 ASSERT(SUCCEEDED(result)); 1664 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader"); 1665 1666 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS); 1667 ASSERT(SUCCEEDED(result)); 1668 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)"); 1669 1670 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS); 1671 ASSERT(SUCCEEDED(result)); 1672 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)"); 1673 1674 D3D11_RASTERIZER_DESC rsScissorDesc; 1675 rsScissorDesc.FillMode = D3D11_FILL_SOLID; 1676 rsScissorDesc.CullMode = D3D11_CULL_NONE; 1677 rsScissorDesc.FrontCounterClockwise = FALSE; 1678 rsScissorDesc.DepthBias = 0; 1679 rsScissorDesc.DepthBiasClamp = 0.0f; 1680 rsScissorDesc.SlopeScaledDepthBias = 0.0f; 1681 rsScissorDesc.DepthClipEnable = FALSE; 1682 rsScissorDesc.ScissorEnable = TRUE; 1683 rsScissorDesc.MultisampleEnable = FALSE; 1684 rsScissorDesc.AntialiasedLineEnable = FALSE; 1685 1686 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS); 1687 ASSERT(SUCCEEDED(result)); 1688 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state"); 1689 1690 D3D11_RASTERIZER_DESC rsNoScissorDesc; 1691 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID; 1692 rsNoScissorDesc.CullMode = D3D11_CULL_NONE; 1693 rsNoScissorDesc.FrontCounterClockwise = FALSE; 1694 rsNoScissorDesc.DepthBias = 0; 1695 rsNoScissorDesc.DepthBiasClamp = 0.0f; 1696 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f; 1697 rsNoScissorDesc.DepthClipEnable = FALSE; 1698 rsNoScissorDesc.ScissorEnable = FALSE; 1699 rsNoScissorDesc.MultisampleEnable = FALSE; 1700 rsNoScissorDesc.AntialiasedLineEnable = FALSE; 1701 1702 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS); 1703 ASSERT(SUCCEEDED(result)); 1704 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state"); 1705 1706 mClearResourcesInitialized = true; 1707 } 1708 1709 // Prepare the depth stencil state to write depth values if the depth should be cleared 1710 // and stencil values if the stencil should be cleared 1711 gl::DepthStencilState glDSState; 1712 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; 1713 glDSState.depthFunc = GL_ALWAYS; 1714 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; 1715 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0; 1716 glDSState.stencilFunc = GL_ALWAYS; 1717 glDSState.stencilMask = 0; 1718 glDSState.stencilFail = GL_REPLACE; 1719 glDSState.stencilPassDepthFail = GL_REPLACE; 1720 glDSState.stencilPassDepthPass = GL_REPLACE; 1721 glDSState.stencilWritemask = clearParams.stencilWriteMask; 1722 glDSState.stencilBackFunc = GL_ALWAYS; 1723 glDSState.stencilBackMask = 0; 1724 glDSState.stencilBackFail = GL_REPLACE; 1725 glDSState.stencilBackPassDepthFail = GL_REPLACE; 1726 glDSState.stencilBackPassDepthPass = GL_REPLACE; 1727 glDSState.stencilBackWritemask = clearParams.stencilWriteMask; 1728 1729 int stencilClear = clearParams.stencilClearValue & 0x000000FF; 1730 1731 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState); 1732 1733 // Prepare the blend state to use a write mask if the color buffer should be cleared 1734 gl::BlendState glBlendState; 1735 glBlendState.blend = false; 1736 glBlendState.sourceBlendRGB = GL_ONE; 1737 glBlendState.destBlendRGB = GL_ZERO; 1738 glBlendState.sourceBlendAlpha = GL_ONE; 1739 glBlendState.destBlendAlpha = GL_ZERO; 1740 glBlendState.blendEquationRGB = GL_FUNC_ADD; 1741 glBlendState.blendEquationAlpha = GL_FUNC_ADD; 1742 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false; 1743 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false; 1744 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false; 1745 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false; 1746 glBlendState.sampleAlphaToCoverage = false; 1747 glBlendState.dither = false; 1748 1749 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; 1750 static const UINT sampleMask = 0xFFFFFFFF; 1751 1752 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState); 1753 1754 // Set the vertices 1755 D3D11_MAPPED_SUBRESOURCE mappedResource; 1756 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 1757 if (FAILED(result)) 1758 { 1759 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); 1760 return; 1761 } 1762 1763 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData); 1764 1765 float depthClear = gl::clamp01(clearParams.depthClearValue); 1766 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue); 1767 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue); 1768 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue); 1769 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue); 1770 1771 mDeviceContext->Unmap(mClearVB, 0); 1772 1773 // Apply state 1774 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); 1775 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear); 1776 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS); 1777 1778 // Apply shaders 1779 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS; 1780 1781 mDeviceContext->IASetInputLayout(mClearIL); 1782 mDeviceContext->VSSetShader(mClearVS, NULL, 0); 1783 mDeviceContext->PSSetShader(pixelShader, NULL, 0); 1784 mDeviceContext->GSSetShader(NULL, NULL, 0); 1785 1786 // Apply vertex buffer 1787 static UINT stride = sizeof(d3d11::PositionDepthColorVertex); 1788 static UINT startIdx = 0; 1789 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx); 1790 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); 1791 1792 // Draw the clear quad 1793 mDeviceContext->Draw(4, 0); 1794 1795 // Clean up 1796 markAllStateDirty(); 1797 } 1798 1799 void Renderer11::markAllStateDirty() 1800 { 1801 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) 1802 { 1803 mAppliedRenderTargetSerials[rtIndex] = 0; 1804 } 1805 mAppliedDepthbufferSerial = 0; 1806 mAppliedStencilbufferSerial = 0; 1807 mDepthStencilInitialized = false; 1808 mRenderTargetDescInitialized = false; 1809 1810 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) 1811 { 1812 mForceSetVertexSamplerStates[i] = true; 1813 mCurVertexTextureSerials[i] = 0; 1814 } 1815 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) 1816 { 1817 mForceSetPixelSamplerStates[i] = true; 1818 mCurPixelTextureSerials[i] = 0; 1819 } 1820 1821 mForceSetBlendState = true; 1822 mForceSetRasterState = true; 1823 mForceSetDepthStencilState = true; 1824 mForceSetScissor = true; 1825 mForceSetViewport = true; 1826 1827 mAppliedIBSerial = 0; 1828 mAppliedStorageIBSerial = 0; 1829 mAppliedIBOffset = 0; 1830 1831 mAppliedProgramBinarySerial = 0; 1832 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); 1833 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); 1834 1835 mInputLayoutCache.markDirty(); 1836 1837 mCurrentVertexConstantBuffer = NULL; 1838 mCurrentPixelConstantBuffer = NULL; 1839 mCurrentGeometryConstantBuffer = NULL; 1840 1841 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; 1842 } 1843 1844 void Renderer11::releaseDeviceResources() 1845 { 1846 mStateCache.clear(); 1847 mInputLayoutCache.clear(); 1848 1849 delete mVertexDataManager; 1850 mVertexDataManager = NULL; 1851 1852 delete mIndexDataManager; 1853 mIndexDataManager = NULL; 1854 1855 delete mLineLoopIB; 1856 mLineLoopIB = NULL; 1857 1858 delete mTriangleFanIB; 1859 mTriangleFanIB = NULL; 1860 1861 SafeRelease(mCopyVB); 1862 SafeRelease(mCopySampler); 1863 SafeRelease(mCopyIL); 1864 SafeRelease(mCopyIL); 1865 SafeRelease(mCopyVS); 1866 SafeRelease(mCopyRGBAPS); 1867 SafeRelease(mCopyRGBPS); 1868 SafeRelease(mCopyLumPS); 1869 SafeRelease(mCopyLumAlphaPS); 1870 1871 mCopyResourcesInitialized = false; 1872 1873 SafeRelease(mClearVB); 1874 SafeRelease(mClearIL); 1875 SafeRelease(mClearVS); 1876 SafeRelease(mClearSinglePS); 1877 SafeRelease(mClearMultiplePS); 1878 SafeRelease(mClearScissorRS); 1879 SafeRelease(mClearNoScissorRS); 1880 1881 mClearResourcesInitialized = false; 1882 1883 SafeRelease(mDriverConstantBufferVS); 1884 SafeRelease(mDriverConstantBufferPS); 1885 SafeRelease(mSyncQuery); 1886 } 1887 1888 void Renderer11::notifyDeviceLost() 1889 { 1890 mDeviceLost = true; 1891 mDisplay->notifyDeviceLost(); 1892 } 1893 1894 bool Renderer11::isDeviceLost() 1895 { 1896 return mDeviceLost; 1897 } 1898 1899 // set notify to true to broadcast a message to all contexts of the device loss 1900 bool Renderer11::testDeviceLost(bool notify) 1901 { 1902 bool isLost = false; 1903 1904 // GetRemovedReason is used to test if the device is removed 1905 HRESULT result = mDevice->GetDeviceRemovedReason(); 1906 isLost = d3d11::isDeviceLostError(result); 1907 1908 if (isLost) 1909 { 1910 // Log error if this is a new device lost event 1911 if (mDeviceLost == false) 1912 { 1913 ERR("The D3D11 device was removed: 0x%08X", result); 1914 } 1915 1916 // ensure we note the device loss -- 1917 // we'll probably get this done again by notifyDeviceLost 1918 // but best to remember it! 1919 // Note that we don't want to clear the device loss status here 1920 // -- this needs to be done by resetDevice 1921 mDeviceLost = true; 1922 if (notify) 1923 { 1924 notifyDeviceLost(); 1925 } 1926 } 1927 1928 return isLost; 1929 } 1930 1931 bool Renderer11::testDeviceResettable() 1932 { 1933 // determine if the device is resettable by creating a dummy device 1934 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); 1935 1936 if (D3D11CreateDevice == NULL) 1937 { 1938 return false; 1939 } 1940 1941 D3D_FEATURE_LEVEL featureLevels[] = 1942 { 1943 D3D_FEATURE_LEVEL_11_0, 1944 D3D_FEATURE_LEVEL_10_1, 1945 D3D_FEATURE_LEVEL_10_0, 1946 }; 1947 1948 ID3D11Device* dummyDevice; 1949 D3D_FEATURE_LEVEL dummyFeatureLevel; 1950 ID3D11DeviceContext* dummyContext; 1951 1952 HRESULT result = D3D11CreateDevice(NULL, 1953 D3D_DRIVER_TYPE_HARDWARE, 1954 NULL, 1955 #if defined(_DEBUG) 1956 D3D11_CREATE_DEVICE_DEBUG, 1957 #else 1958 0, 1959 #endif 1960 featureLevels, 1961 ArraySize(featureLevels), 1962 D3D11_SDK_VERSION, 1963 &dummyDevice, 1964 &dummyFeatureLevel, 1965 &dummyContext); 1966 1967 if (!mDevice || FAILED(result)) 1968 { 1969 return false; 1970 } 1971 1972 dummyContext->Release(); 1973 dummyDevice->Release(); 1974 1975 return true; 1976 } 1977 1978 void Renderer11::release() 1979 { 1980 releaseDeviceResources(); 1981 1982 if (mDxgiFactory) 1983 { 1984 mDxgiFactory->Release(); 1985 mDxgiFactory = NULL; 1986 } 1987 1988 if (mDxgiAdapter) 1989 { 1990 mDxgiAdapter->Release(); 1991 mDxgiAdapter = NULL; 1992 } 1993 1994 if (mDeviceContext) 1995 { 1996 mDeviceContext->ClearState(); 1997 mDeviceContext->Flush(); 1998 mDeviceContext->Release(); 1999 mDeviceContext = NULL; 2000 } 2001 2002 if (mDevice) 2003 { 2004 mDevice->Release(); 2005 mDevice = NULL; 2006 } 2007 2008 if (mD3d11Module) 2009 { 2010 FreeLibrary(mD3d11Module); 2011 mD3d11Module = NULL; 2012 } 2013 2014 if (mDxgiModule) 2015 { 2016 FreeLibrary(mDxgiModule); 2017 mDxgiModule = NULL; 2018 } 2019 } 2020 2021 bool Renderer11::resetDevice() 2022 { 2023 // recreate everything 2024 release(); 2025 EGLint result = initialize(); 2026 2027 if (result != EGL_SUCCESS) 2028 { 2029 ERR("Could not reinitialize D3D11 device: %08X", result); 2030 return false; 2031 } 2032 2033 mDeviceLost = false; 2034 2035 return true; 2036 } 2037 2038 DWORD Renderer11::getAdapterVendor() const 2039 { 2040 return mAdapterDescription.VendorId; 2041 } 2042 2043 std::string Renderer11::getRendererDescription() const 2044 { 2045 std::ostringstream rendererString; 2046 2047 rendererString << mDescription; 2048 rendererString << " Direct3D11"; 2049 2050 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); 2051 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); 2052 2053 return rendererString.str(); 2054 } 2055 2056 GUID Renderer11::getAdapterIdentifier() const 2057 { 2058 // Use the adapter LUID as our adapter ID 2059 // This number is local to a machine is only guaranteed to be unique between restarts 2060 META_ASSERT(sizeof(LUID) <= sizeof(GUID)); 2061 GUID adapterId = {0}; 2062 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); 2063 return adapterId; 2064 } 2065 2066 bool Renderer11::getBGRATextureSupport() const 2067 { 2068 return mBGRATextureSupport; 2069 } 2070 2071 bool Renderer11::getDXT1TextureSupport() 2072 { 2073 return mDXT1TextureSupport; 2074 } 2075 2076 bool Renderer11::getDXT3TextureSupport() 2077 { 2078 return mDXT3TextureSupport; 2079 } 2080 2081 bool Renderer11::getDXT5TextureSupport() 2082 { 2083 return mDXT5TextureSupport; 2084 } 2085 2086 bool Renderer11::getDepthTextureSupport() const 2087 { 2088 return mDepthTextureSupport; 2089 } 2090 2091 bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) 2092 { 2093 *renderable = mFloat32RenderSupport; 2094 *filtering = mFloat32FilterSupport; 2095 return mFloat32TextureSupport; 2096 } 2097 2098 bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) 2099 { 2100 *renderable = mFloat16RenderSupport; 2101 *filtering = mFloat16FilterSupport; 2102 return mFloat16TextureSupport; 2103 } 2104 2105 bool Renderer11::getLuminanceTextureSupport() 2106 { 2107 return false; 2108 } 2109 2110 bool Renderer11::getLuminanceAlphaTextureSupport() 2111 { 2112 return false; 2113 } 2114 2115 bool Renderer11::getTextureFilterAnisotropySupport() const 2116 { 2117 return true; 2118 } 2119 2120 float Renderer11::getTextureMaxAnisotropy() const 2121 { 2122 switch (mFeatureLevel) 2123 { 2124 case D3D_FEATURE_LEVEL_11_0: 2125 return D3D11_MAX_MAXANISOTROPY; 2126 case D3D_FEATURE_LEVEL_10_1: 2127 case D3D_FEATURE_LEVEL_10_0: 2128 return D3D10_MAX_MAXANISOTROPY; 2129 default: UNREACHABLE(); 2130 return 0; 2131 } 2132 } 2133 2134 bool Renderer11::getEventQuerySupport() 2135 { 2136 return true; 2137 } 2138 2139 Range Renderer11::getViewportBounds() const 2140 { 2141 switch (mFeatureLevel) 2142 { 2143 case D3D_FEATURE_LEVEL_11_0: 2144 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX); 2145 case D3D_FEATURE_LEVEL_10_1: 2146 case D3D_FEATURE_LEVEL_10_0: 2147 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); 2148 default: UNREACHABLE(); 2149 return Range(0, 0); 2150 } 2151 } 2152 2153 unsigned int Renderer11::getMaxVertexTextureImageUnits() const 2154 { 2155 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); 2156 switch (mFeatureLevel) 2157 { 2158 case D3D_FEATURE_LEVEL_11_0: 2159 case D3D_FEATURE_LEVEL_10_1: 2160 case D3D_FEATURE_LEVEL_10_0: 2161 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4; 2162 default: UNREACHABLE(); 2163 return 0; 2164 } 2165 } 2166 2167 unsigned int Renderer11::getMaxCombinedTextureImageUnits() const 2168 { 2169 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); 2170 } 2171 2172 unsigned int Renderer11::getReservedVertexUniformVectors() const 2173 { 2174 return 0; // Driver uniforms are stored in a separate constant buffer 2175 } 2176 2177 unsigned int Renderer11::getReservedFragmentUniformVectors() const 2178 { 2179 return 0; // Driver uniforms are stored in a separate constant buffer 2180 } 2181 2182 unsigned int Renderer11::getMaxVertexUniformVectors() const 2183 { 2184 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); 2185 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); 2186 return MAX_VERTEX_UNIFORM_VECTORS_D3D11; 2187 } 2188 2189 unsigned int Renderer11::getMaxFragmentUniformVectors() const 2190 { 2191 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); 2192 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); 2193 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11; 2194 } 2195 2196 unsigned int Renderer11::getMaxVaryingVectors() const 2197 { 2198 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT); 2199 switch (mFeatureLevel) 2200 { 2201 case D3D_FEATURE_LEVEL_11_0: 2202 return D3D11_VS_OUTPUT_REGISTER_COUNT; 2203 case D3D_FEATURE_LEVEL_10_1: 2204 case D3D_FEATURE_LEVEL_10_0: 2205 return D3D10_VS_OUTPUT_REGISTER_COUNT; 2206 default: UNREACHABLE(); 2207 return 0; 2208 } 2209 } 2210 2211 bool Renderer11::getNonPower2TextureSupport() const 2212 { 2213 switch (mFeatureLevel) 2214 { 2215 case D3D_FEATURE_LEVEL_11_0: 2216 case D3D_FEATURE_LEVEL_10_1: 2217 case D3D_FEATURE_LEVEL_10_0: 2218 return true; 2219 default: UNREACHABLE(); 2220 return false; 2221 } 2222 } 2223 2224 bool Renderer11::getOcclusionQuerySupport() const 2225 { 2226 switch (mFeatureLevel) 2227 { 2228 case D3D_FEATURE_LEVEL_11_0: 2229 case D3D_FEATURE_LEVEL_10_1: 2230 case D3D_FEATURE_LEVEL_10_0: 2231 return true; 2232 default: UNREACHABLE(); 2233 return false; 2234 } 2235 } 2236 2237 bool Renderer11::getInstancingSupport() const 2238 { 2239 switch (mFeatureLevel) 2240 { 2241 case D3D_FEATURE_LEVEL_11_0: 2242 case D3D_FEATURE_LEVEL_10_1: 2243 case D3D_FEATURE_LEVEL_10_0: 2244 return true; 2245 default: UNREACHABLE(); 2246 return false; 2247 } 2248 } 2249 2250 bool Renderer11::getShareHandleSupport() const 2251 { 2252 // We only currently support share handles with BGRA surfaces, because 2253 // chrome needs BGRA. Once chrome fixes this, we should always support them. 2254 // PIX doesn't seem to support using share handles, so disable them. 2255 return getBGRATextureSupport() && !gl::perfActive(); 2256 } 2257 2258 bool Renderer11::getDerivativeInstructionSupport() const 2259 { 2260 switch (mFeatureLevel) 2261 { 2262 case D3D_FEATURE_LEVEL_11_0: 2263 case D3D_FEATURE_LEVEL_10_1: 2264 case D3D_FEATURE_LEVEL_10_0: 2265 return true; 2266 default: UNREACHABLE(); 2267 return false; 2268 } 2269 } 2270 2271 bool Renderer11::getPostSubBufferSupport() const 2272 { 2273 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. 2274 return false; 2275 } 2276 2277 int Renderer11::getMajorShaderModel() const 2278 { 2279 switch (mFeatureLevel) 2280 { 2281 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 2282 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 2283 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 2284 default: UNREACHABLE(); return 0; 2285 } 2286 } 2287 2288 int Renderer11::getMinorShaderModel() const 2289 { 2290 switch (mFeatureLevel) 2291 { 2292 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 2293 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 2294 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 2295 default: UNREACHABLE(); return 0; 2296 } 2297 } 2298 2299 float Renderer11::getMaxPointSize() const 2300 { 2301 // choose a reasonable maximum. we enforce this in the shader. 2302 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size) 2303 return 1024.0f; 2304 } 2305 2306 int Renderer11::getMaxViewportDimension() const 2307 { 2308 // Maximum viewport size must be at least as large as the largest render buffer (or larger). 2309 // In our case return the maximum texture size, which is the maximum render buffer size. 2310 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX); 2311 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX); 2312 2313 switch (mFeatureLevel) 2314 { 2315 case D3D_FEATURE_LEVEL_11_0: 2316 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 2317 case D3D_FEATURE_LEVEL_10_1: 2318 case D3D_FEATURE_LEVEL_10_0: 2319 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 2320 default: UNREACHABLE(); 2321 return 0; 2322 } 2323 } 2324 2325 int Renderer11::getMaxTextureWidth() const 2326 { 2327 switch (mFeatureLevel) 2328 { 2329 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 2330 case D3D_FEATURE_LEVEL_10_1: 2331 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 2332 default: UNREACHABLE(); return 0; 2333 } 2334 } 2335 2336 int Renderer11::getMaxTextureHeight() const 2337 { 2338 switch (mFeatureLevel) 2339 { 2340 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 2341 case D3D_FEATURE_LEVEL_10_1: 2342 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 2343 default: UNREACHABLE(); return 0; 2344 } 2345 } 2346 2347 bool Renderer11::get32BitIndexSupport() const 2348 { 2349 switch (mFeatureLevel) 2350 { 2351 case D3D_FEATURE_LEVEL_11_0: 2352 case D3D_FEATURE_LEVEL_10_1: 2353 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true 2354 default: UNREACHABLE(); return false; 2355 } 2356 } 2357 2358 int Renderer11::getMinSwapInterval() const 2359 { 2360 return 0; 2361 } 2362 2363 int Renderer11::getMaxSwapInterval() const 2364 { 2365 return 4; 2366 } 2367 2368 int Renderer11::getMaxSupportedSamples() const 2369 { 2370 return mMaxSupportedSamples; 2371 } 2372 2373 int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const 2374 { 2375 if (requested == 0) 2376 { 2377 return 0; 2378 } 2379 2380 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format); 2381 if (iter != mMultisampleSupportMap.end()) 2382 { 2383 const MultisampleSupportInfo& info = iter->second; 2384 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) 2385 { 2386 if (info.qualityLevels[i] > 0) 2387 { 2388 return i + 1; 2389 } 2390 } 2391 } 2392 2393 return -1; 2394 } 2395 2396 unsigned int Renderer11::getMaxRenderTargets() const 2397 { 2398 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); 2399 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); 2400 2401 switch (mFeatureLevel) 2402 { 2403 case D3D_FEATURE_LEVEL_11_0: 2404 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 2405 case D3D_FEATURE_LEVEL_10_1: 2406 case D3D_FEATURE_LEVEL_10_0: 2407 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 2408 default: 2409 UNREACHABLE(); 2410 return 1; 2411 } 2412 } 2413 2414 bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) 2415 { 2416 if (source && dest) 2417 { 2418 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); 2419 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); 2420 2421 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); 2422 return true; 2423 } 2424 2425 return false; 2426 } 2427 2428 bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) 2429 { 2430 if (source && dest) 2431 { 2432 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); 2433 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); 2434 2435 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); 2436 return true; 2437 } 2438 2439 return false; 2440 } 2441 2442 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 2443 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) 2444 { 2445 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); 2446 if (!colorbuffer) 2447 { 2448 ERR("Failed to retrieve the color buffer from the frame buffer."); 2449 return gl::error(GL_OUT_OF_MEMORY, false); 2450 } 2451 2452 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); 2453 if (!sourceRenderTarget) 2454 { 2455 ERR("Failed to retrieve the render target from the frame buffer."); 2456 return gl::error(GL_OUT_OF_MEMORY, false); 2457 } 2458 2459 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); 2460 if (!source) 2461 { 2462 ERR("Failed to retrieve the render target view from the render target."); 2463 return gl::error(GL_OUT_OF_MEMORY, false); 2464 } 2465 2466 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); 2467 if (!storage11) 2468 { 2469 ERR("Failed to retrieve the texture storage from the destination."); 2470 return gl::error(GL_OUT_OF_MEMORY, false); 2471 } 2472 2473 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level)); 2474 if (!destRenderTarget) 2475 { 2476 ERR("Failed to retrieve the render target from the destination storage."); 2477 return gl::error(GL_OUT_OF_MEMORY, false); 2478 } 2479 2480 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); 2481 if (!dest) 2482 { 2483 ERR("Failed to retrieve the render target view from the destination render target."); 2484 return gl::error(GL_OUT_OF_MEMORY, false); 2485 } 2486 2487 gl::Rectangle destRect; 2488 destRect.x = xoffset; 2489 destRect.y = yoffset; 2490 destRect.width = sourceRect.width; 2491 destRect.height = sourceRect.height; 2492 2493 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 2494 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); 2495 2496 return ret; 2497 } 2498 2499 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 2500 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) 2501 { 2502 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); 2503 if (!colorbuffer) 2504 { 2505 ERR("Failed to retrieve the color buffer from the frame buffer."); 2506 return gl::error(GL_OUT_OF_MEMORY, false); 2507 } 2508 2509 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); 2510 if (!sourceRenderTarget) 2511 { 2512 ERR("Failed to retrieve the render target from the frame buffer."); 2513 return gl::error(GL_OUT_OF_MEMORY, false); 2514 } 2515 2516 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); 2517 if (!source) 2518 { 2519 ERR("Failed to retrieve the render target view from the render target."); 2520 return gl::error(GL_OUT_OF_MEMORY, false); 2521 } 2522 2523 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); 2524 if (!storage11) 2525 { 2526 ERR("Failed to retrieve the texture storage from the destination."); 2527 return gl::error(GL_OUT_OF_MEMORY, false); 2528 } 2529 2530 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level)); 2531 if (!destRenderTarget) 2532 { 2533 ERR("Failed to retrieve the render target from the destination storage."); 2534 return gl::error(GL_OUT_OF_MEMORY, false); 2535 } 2536 2537 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); 2538 if (!dest) 2539 { 2540 ERR("Failed to retrieve the render target view from the destination render target."); 2541 return gl::error(GL_OUT_OF_MEMORY, false); 2542 } 2543 2544 gl::Rectangle destRect; 2545 destRect.x = xoffset; 2546 destRect.y = yoffset; 2547 destRect.width = sourceRect.width; 2548 destRect.height = sourceRect.height; 2549 2550 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 2551 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); 2552 2553 return ret; 2554 } 2555 2556 bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, 2557 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat) 2558 { 2559 HRESULT result; 2560 2561 if (!mCopyResourcesInitialized) 2562 { 2563 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS); 2564 2565 D3D11_BUFFER_DESC vbDesc; 2566 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; 2567 vbDesc.Usage = D3D11_USAGE_DYNAMIC; 2568 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 2569 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 2570 vbDesc.MiscFlags = 0; 2571 vbDesc.StructureByteStride = 0; 2572 2573 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB); 2574 ASSERT(SUCCEEDED(result)); 2575 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer"); 2576 2577 D3D11_SAMPLER_DESC samplerDesc; 2578 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; 2579 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; 2580 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; 2581 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; 2582 samplerDesc.MipLODBias = 0.0f; 2583 samplerDesc.MaxAnisotropy = 0; 2584 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; 2585 samplerDesc.BorderColor[0] = 0.0f; 2586 samplerDesc.BorderColor[1] = 0.0f; 2587 samplerDesc.BorderColor[2] = 0.0f; 2588 samplerDesc.BorderColor[3] = 0.0f; 2589 samplerDesc.MinLOD = 0.0f; 2590 samplerDesc.MaxLOD = 0.0f; 2591 2592 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); 2593 ASSERT(SUCCEEDED(result)); 2594 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler"); 2595 2596 D3D11_INPUT_ELEMENT_DESC quadLayout[] = 2597 { 2598 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 2599 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 2600 }; 2601 2602 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL); 2603 ASSERT(SUCCEEDED(result)); 2604 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout"); 2605 2606 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS); 2607 ASSERT(SUCCEEDED(result)); 2608 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader"); 2609 2610 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS); 2611 ASSERT(SUCCEEDED(result)); 2612 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader"); 2613 2614 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS); 2615 ASSERT(SUCCEEDED(result)); 2616 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader"); 2617 2618 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS); 2619 ASSERT(SUCCEEDED(result)); 2620 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader"); 2621 2622 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS); 2623 ASSERT(SUCCEEDED(result)); 2624 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader"); 2625 2626 mCopyResourcesInitialized = true; 2627 } 2628 2629 // Verify the source and destination area sizes 2630 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) || 2631 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) || 2632 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) || 2633 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight)) 2634 { 2635 return gl::error(GL_INVALID_VALUE, false); 2636 } 2637 2638 // Set vertices 2639 D3D11_MAPPED_SUBRESOURCE mappedResource; 2640 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 2641 if (FAILED(result)) 2642 { 2643 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); 2644 return gl::error(GL_OUT_OF_MEMORY, false); 2645 } 2646 2647 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); 2648 2649 // Create a quad in homogeneous coordinates 2650 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f; 2651 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f; 2652 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f; 2653 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f; 2654 2655 float u1 = sourceArea.x / float(sourceWidth); 2656 float v1 = sourceArea.y / float(sourceHeight); 2657 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth); 2658 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight); 2659 2660 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); 2661 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); 2662 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); 2663 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); 2664 2665 mDeviceContext->Unmap(mCopyVB, 0); 2666 2667 static UINT stride = sizeof(d3d11::PositionTexCoordVertex); 2668 static UINT startIdx = 0; 2669 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx); 2670 2671 // Apply state 2672 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); 2673 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); 2674 mDeviceContext->RSSetState(NULL); 2675 2676 // Apply shaders 2677 mDeviceContext->IASetInputLayout(mCopyIL); 2678 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); 2679 mDeviceContext->VSSetShader(mCopyVS, NULL, 0); 2680 2681 ID3D11PixelShader *ps = NULL; 2682 switch(destFormat) 2683 { 2684 case GL_RGBA: ps = mCopyRGBAPS; break; 2685 case GL_RGB: ps = mCopyRGBPS; break; 2686 case GL_ALPHA: ps = mCopyRGBAPS; break; 2687 case GL_BGRA_EXT: ps = mCopyRGBAPS; break; 2688 case GL_LUMINANCE: ps = mCopyLumPS; break; 2689 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break; 2690 default: UNREACHABLE(); ps = NULL; break; 2691 } 2692 2693 mDeviceContext->PSSetShader(ps, NULL, 0); 2694 mDeviceContext->GSSetShader(NULL, NULL, 0); 2695 2696 // Unset the currently bound shader resource to avoid conflicts 2697 static ID3D11ShaderResourceView *const nullSRV = NULL; 2698 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); 2699 2700 // Apply render target 2701 setOneTimeRenderTarget(dest); 2702 2703 // Set the viewport 2704 D3D11_VIEWPORT viewport; 2705 viewport.TopLeftX = 0; 2706 viewport.TopLeftY = 0; 2707 viewport.Width = destWidth; 2708 viewport.Height = destHeight; 2709 viewport.MinDepth = 0.0f; 2710 viewport.MaxDepth = 1.0f; 2711 mDeviceContext->RSSetViewports(1, &viewport); 2712 2713 // Apply textures 2714 mDeviceContext->PSSetShaderResources(0, 1, &source); 2715 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler); 2716 2717 // Draw the quad 2718 mDeviceContext->Draw(4, 0); 2719 2720 // Unbind textures and render targets and vertex buffer 2721 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); 2722 2723 unapplyRenderTargets(); 2724 2725 UINT zero = 0; 2726 ID3D11Buffer *const nullBuffer = NULL; 2727 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); 2728 2729 markAllStateDirty(); 2730 2731 return true; 2732 } 2733 2734 void Renderer11::unapplyRenderTargets() 2735 { 2736 setOneTimeRenderTarget(NULL); 2737 } 2738 2739 void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) 2740 { 2741 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; 2742 2743 rtvArray[0] = renderTargetView; 2744 2745 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL); 2746 2747 // Do not preserve the serial for this one-time-use render target 2748 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) 2749 { 2750 mAppliedRenderTargetSerials[rtIndex] = 0; 2751 } 2752 } 2753 2754 RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) 2755 { 2756 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); 2757 RenderTarget11 *renderTarget = NULL; 2758 2759 if (depth) 2760 { 2761 // Note: depth stencil may be NULL for 0 sized surfaces 2762 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), 2763 swapChain11->getDepthStencilTexture(), NULL, 2764 swapChain11->getWidth(), swapChain11->getHeight()); 2765 } 2766 else 2767 { 2768 // Note: render target may be NULL for 0 sized surfaces 2769 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), 2770 swapChain11->getOffscreenTexture(), 2771 swapChain11->getRenderTargetShaderResource(), 2772 swapChain11->getWidth(), swapChain11->getHeight()); 2773 } 2774 return renderTarget; 2775 } 2776 2777 RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) 2778 { 2779 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); 2780 return renderTarget; 2781 } 2782 2783 ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type) 2784 { 2785 ShaderExecutable11 *executable = NULL; 2786 2787 switch (type) 2788 { 2789 case rx::SHADER_VERTEX: 2790 { 2791 ID3D11VertexShader *vshader = NULL; 2792 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); 2793 ASSERT(SUCCEEDED(result)); 2794 2795 if (vshader) 2796 { 2797 executable = new ShaderExecutable11(function, length, vshader); 2798 } 2799 } 2800 break; 2801 case rx::SHADER_PIXEL: 2802 { 2803 ID3D11PixelShader *pshader = NULL; 2804 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); 2805 ASSERT(SUCCEEDED(result)); 2806 2807 if (pshader) 2808 { 2809 executable = new ShaderExecutable11(function, length, pshader); 2810 } 2811 } 2812 break; 2813 case rx::SHADER_GEOMETRY: 2814 { 2815 ID3D11GeometryShader *gshader = NULL; 2816 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader); 2817 ASSERT(SUCCEEDED(result)); 2818 2819 if (gshader) 2820 { 2821 executable = new ShaderExecutable11(function, length, gshader); 2822 } 2823 } 2824 break; 2825 default: 2826 UNREACHABLE(); 2827 break; 2828 } 2829 2830 return executable; 2831 } 2832 2833 ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround) 2834 { 2835 const char *profile = NULL; 2836 2837 switch (type) 2838 { 2839 case rx::SHADER_VERTEX: 2840 profile = "vs_4_0"; 2841 break; 2842 case rx::SHADER_PIXEL: 2843 profile = "ps_4_0"; 2844 break; 2845 case rx::SHADER_GEOMETRY: 2846 profile = "gs_4_0"; 2847 break; 2848 default: 2849 UNREACHABLE(); 2850 return NULL; 2851 } 2852 2853 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); 2854 if (!binary) 2855 return NULL; 2856 2857 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); 2858 binary->Release(); 2859 2860 return executable; 2861 } 2862 2863 VertexBuffer *Renderer11::createVertexBuffer() 2864 { 2865 return new VertexBuffer11(this); 2866 } 2867 2868 IndexBuffer *Renderer11::createIndexBuffer() 2869 { 2870 return new IndexBuffer11(this); 2871 } 2872 2873 BufferStorage *Renderer11::createBufferStorage() 2874 { 2875 return new BufferStorage11(this); 2876 } 2877 2878 QueryImpl *Renderer11::createQuery(GLenum type) 2879 { 2880 return new Query11(this, type); 2881 } 2882 2883 FenceImpl *Renderer11::createFence() 2884 { 2885 return new Fence11(this); 2886 } 2887 2888 bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource) 2889 { 2890 ASSERT(colorbuffer != NULL); 2891 2892 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); 2893 if (renderTarget) 2894 { 2895 *subresourceIndex = renderTarget->getSubresourceIndex(); 2896 2897 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); 2898 if (colorBufferRTV) 2899 { 2900 ID3D11Resource *textureResource = NULL; 2901 colorBufferRTV->GetResource(&textureResource); 2902 2903 if (textureResource) 2904 { 2905 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource); 2906 textureResource->Release(); 2907 2908 if (SUCCEEDED(result)) 2909 { 2910 return true; 2911 } 2912 else 2913 { 2914 ERR("Failed to extract the ID3D11Texture2D from the render target resource, " 2915 "HRESULT: 0x%X.", result); 2916 } 2917 } 2918 } 2919 } 2920 2921 return false; 2922 } 2923 2924 bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, 2925 bool blitRenderTarget, bool blitDepthStencil) 2926 { 2927 if (blitRenderTarget) 2928 { 2929 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer(); 2930 2931 if (!readBuffer) 2932 { 2933 ERR("Failed to retrieve the read buffer from the read framebuffer."); 2934 return gl::error(GL_OUT_OF_MEMORY, false); 2935 } 2936 2937 RenderTarget *readRenderTarget = readBuffer->getRenderTarget(); 2938 2939 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) 2940 { 2941 if (drawTarget->isEnabledColorAttachment(colorAttachment)) 2942 { 2943 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment); 2944 2945 if (!drawBuffer) 2946 { 2947 ERR("Failed to retrieve the draw buffer from the draw framebuffer."); 2948 return gl::error(GL_OUT_OF_MEMORY, false); 2949 } 2950 2951 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget(); 2952 2953 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false)) 2954 { 2955 return false; 2956 } 2957 } 2958 } 2959 } 2960 2961 if (blitDepthStencil) 2962 { 2963 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer(); 2964 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer(); 2965 2966 if (!readBuffer) 2967 { 2968 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer."); 2969 return gl::error(GL_OUT_OF_MEMORY, false); 2970 } 2971 2972 if (!drawBuffer) 2973 { 2974 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer."); 2975 return gl::error(GL_OUT_OF_MEMORY, false); 2976 } 2977 2978 RenderTarget *readRenderTarget = readBuffer->getDepthStencil(); 2979 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil(); 2980 2981 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true)) 2982 { 2983 return false; 2984 } 2985 } 2986 2987 return true; 2988 } 2989 2990 void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, 2991 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) 2992 { 2993 ID3D11Texture2D *colorBufferTexture = NULL; 2994 unsigned int subresourceIndex = 0; 2995 2996 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); 2997 2998 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) 2999 { 3000 gl::Rectangle area; 3001 area.x = x; 3002 area.y = y; 3003 area.width = width; 3004 area.height = height; 3005 3006 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, 3007 packReverseRowOrder, packAlignment, pixels); 3008 3009 colorBufferTexture->Release(); 3010 colorBufferTexture = NULL; 3011 } 3012 } 3013 3014 Image *Renderer11::createImage() 3015 { 3016 return new Image11(); 3017 } 3018 3019 void Renderer11::generateMipmap(Image *dest, Image *src) 3020 { 3021 Image11 *dest11 = Image11::makeImage11(dest); 3022 Image11 *src11 = Image11::makeImage11(src); 3023 Image11::generateMipmap(dest11, src11); 3024 } 3025 3026 TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) 3027 { 3028 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); 3029 return new TextureStorage11_2D(this, swapChain11); 3030 } 3031 3032 TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) 3033 { 3034 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height); 3035 } 3036 3037 TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) 3038 { 3039 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size); 3040 } 3041 3042 static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType) 3043 { 3044 if (sourceFormat == DXGI_FORMAT_A8_UNORM && 3045 destFormat == GL_ALPHA && 3046 destType == GL_UNSIGNED_BYTE) 3047 { 3048 return 1; 3049 } 3050 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM && 3051 destFormat == GL_RGBA && 3052 destType == GL_UNSIGNED_BYTE) 3053 { 3054 return 4; 3055 } 3056 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM && 3057 destFormat == GL_BGRA_EXT && 3058 destType == GL_UNSIGNED_BYTE) 3059 { 3060 return 4; 3061 } 3062 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT && 3063 destFormat == GL_RGBA && 3064 destType == GL_HALF_FLOAT_OES) 3065 { 3066 return 8; 3067 } 3068 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT && 3069 destFormat == GL_RGB && 3070 destType == GL_FLOAT) 3071 { 3072 return 12; 3073 } 3074 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && 3075 destFormat == GL_RGBA && 3076 destType == GL_FLOAT) 3077 { 3078 return 16; 3079 } 3080 else 3081 { 3082 return 0; 3083 } 3084 } 3085 3086 static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x, 3087 unsigned int y, int inputPitch, gl::Color *outColor) 3088 { 3089 switch (format) 3090 { 3091 case DXGI_FORMAT_R8G8B8A8_UNORM: 3092 { 3093 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); 3094 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF); 3095 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00); 3096 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000); 3097 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000); 3098 } 3099 break; 3100 3101 case DXGI_FORMAT_A8_UNORM: 3102 { 3103 outColor->red = 0.0f; 3104 outColor->green = 0.0f; 3105 outColor->blue = 0.0f; 3106 outColor->alpha = *(data + x + y * inputPitch) / 255.0f; 3107 } 3108 break; 3109 3110 case DXGI_FORMAT_R32G32B32A32_FLOAT: 3111 { 3112 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0); 3113 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1); 3114 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2); 3115 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3); 3116 } 3117 break; 3118 3119 case DXGI_FORMAT_R32G32B32_FLOAT: 3120 { 3121 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0); 3122 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1); 3123 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2); 3124 outColor->alpha = 1.0f; 3125 } 3126 break; 3127 3128 case DXGI_FORMAT_R16G16B16A16_FLOAT: 3129 { 3130 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0)); 3131 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1)); 3132 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2)); 3133 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3)); 3134 } 3135 break; 3136 3137 case DXGI_FORMAT_B8G8R8A8_UNORM: 3138 { 3139 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); 3140 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000); 3141 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF); 3142 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00); 3143 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000); 3144 } 3145 break; 3146 3147 case DXGI_FORMAT_R8_UNORM: 3148 { 3149 outColor->red = *(data + x + y * inputPitch) / 255.0f; 3150 outColor->green = 0.0f; 3151 outColor->blue = 0.0f; 3152 outColor->alpha = 1.0f; 3153 } 3154 break; 3155 3156 case DXGI_FORMAT_R8G8_UNORM: 3157 { 3158 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch); 3159 3160 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00); 3161 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF); 3162 outColor->blue = 0.0f; 3163 outColor->alpha = 1.0f; 3164 } 3165 break; 3166 3167 case DXGI_FORMAT_R16_FLOAT: 3168 { 3169 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch)); 3170 outColor->green = 0.0f; 3171 outColor->blue = 0.0f; 3172 outColor->alpha = 1.0f; 3173 } 3174 break; 3175 3176 case DXGI_FORMAT_R16G16_FLOAT: 3177 { 3178 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0)); 3179 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1)); 3180 outColor->blue = 0.0f; 3181 outColor->alpha = 1.0f; 3182 } 3183 break; 3184 3185 default: 3186 ERR("ReadPixelColor not implemented for DXGI format %u.", format); 3187 UNIMPLEMENTED(); 3188 break; 3189 } 3190 } 3191 3192 static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x, 3193 unsigned int y, int outputPitch, void *outData) 3194 { 3195 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData); 3196 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData); 3197 3198 switch (format) 3199 { 3200 case GL_RGBA: 3201 switch (type) 3202 { 3203 case GL_UNSIGNED_BYTE: 3204 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); 3205 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); 3206 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); 3207 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); 3208 break; 3209 3210 default: 3211 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type); 3212 UNIMPLEMENTED(); 3213 break; 3214 } 3215 break; 3216 3217 case GL_BGRA_EXT: 3218 switch (type) 3219 { 3220 case GL_UNSIGNED_BYTE: 3221 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f); 3222 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); 3223 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f); 3224 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); 3225 break; 3226 3227 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 3228 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3229 // this type is packed as follows: 3230 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3231 // -------------------------------------------------------------------------------- 3232 // | 4th | 3rd | 2nd | 1st component | 3233 // -------------------------------------------------------------------------------- 3234 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3235 shortData[x + y * outputPitch / sizeof(unsigned short)] = 3236 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) | 3237 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) | 3238 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) | 3239 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0); 3240 break; 3241 3242 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 3243 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3244 // this type is packed as follows: 3245 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3246 // -------------------------------------------------------------------------------- 3247 // | 4th | 3rd | 2nd | 1st component | 3248 // -------------------------------------------------------------------------------- 3249 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3250 shortData[x + y * outputPitch / sizeof(unsigned short)] = 3251 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) | 3252 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) | 3253 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) | 3254 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0); 3255 break; 3256 3257 default: 3258 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type); 3259 UNIMPLEMENTED(); 3260 break; 3261 } 3262 break; 3263 3264 case GL_RGB: 3265 switch (type) 3266 { 3267 case GL_UNSIGNED_SHORT_5_6_5: 3268 shortData[x + y * outputPitch / sizeof(unsigned short)] = 3269 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) | 3270 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) | 3271 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11); 3272 break; 3273 3274 case GL_UNSIGNED_BYTE: 3275 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); 3276 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); 3277 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); 3278 break; 3279 3280 default: 3281 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type); 3282 UNIMPLEMENTED(); 3283 break; 3284 } 3285 break; 3286 3287 default: 3288 ERR("WritePixelColor not implemented for format 0x%X.", format); 3289 UNIMPLEMENTED(); 3290 break; 3291 } 3292 } 3293 3294 void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, 3295 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, 3296 GLint packAlignment, void *pixels) 3297 { 3298 D3D11_TEXTURE2D_DESC textureDesc; 3299 texture->GetDesc(&textureDesc); 3300 3301 D3D11_TEXTURE2D_DESC stagingDesc; 3302 stagingDesc.Width = area.width; 3303 stagingDesc.Height = area.height; 3304 stagingDesc.MipLevels = 1; 3305 stagingDesc.ArraySize = 1; 3306 stagingDesc.Format = textureDesc.Format; 3307 stagingDesc.SampleDesc.Count = 1; 3308 stagingDesc.SampleDesc.Quality = 0; 3309 stagingDesc.Usage = D3D11_USAGE_STAGING; 3310 stagingDesc.BindFlags = 0; 3311 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; 3312 stagingDesc.MiscFlags = 0; 3313 3314 ID3D11Texture2D* stagingTex = NULL; 3315 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); 3316 if (FAILED(result)) 3317 { 3318 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result); 3319 return; 3320 } 3321 3322 ID3D11Texture2D* srcTex = NULL; 3323 if (textureDesc.SampleDesc.Count > 1) 3324 { 3325 D3D11_TEXTURE2D_DESC resolveDesc; 3326 resolveDesc.Width = textureDesc.Width; 3327 resolveDesc.Height = textureDesc.Height; 3328 resolveDesc.MipLevels = 1; 3329 resolveDesc.ArraySize = 1; 3330 resolveDesc.Format = textureDesc.Format; 3331 resolveDesc.SampleDesc.Count = 1; 3332 resolveDesc.SampleDesc.Quality = 0; 3333 resolveDesc.Usage = D3D11_USAGE_DEFAULT; 3334 resolveDesc.BindFlags = 0; 3335 resolveDesc.CPUAccessFlags = 0; 3336 resolveDesc.MiscFlags = 0; 3337 3338 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); 3339 if (FAILED(result)) 3340 { 3341 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result); 3342 stagingTex->Release(); 3343 return; 3344 } 3345 3346 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); 3347 subResource = 0; 3348 } 3349 else 3350 { 3351 srcTex = texture; 3352 srcTex->AddRef(); 3353 } 3354 3355 D3D11_BOX srcBox; 3356 srcBox.left = area.x; 3357 srcBox.right = area.x + area.width; 3358 srcBox.top = area.y; 3359 srcBox.bottom = area.y + area.height; 3360 srcBox.front = 0; 3361 srcBox.back = 1; 3362 3363 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); 3364 3365 srcTex->Release(); 3366 srcTex = NULL; 3367 3368 D3D11_MAPPED_SUBRESOURCE mapping; 3369 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping); 3370 3371 unsigned char *source; 3372 int inputPitch; 3373 if (packReverseRowOrder) 3374 { 3375 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1); 3376 inputPitch = -static_cast<int>(mapping.RowPitch); 3377 } 3378 else 3379 { 3380 source = static_cast<unsigned char*>(mapping.pData); 3381 inputPitch = static_cast<int>(mapping.RowPitch); 3382 } 3383 3384 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type); 3385 if (fastPixelSize != 0) 3386 { 3387 unsigned char *dest = static_cast<unsigned char*>(pixels); 3388 for (int j = 0; j < area.height; j++) 3389 { 3390 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize); 3391 } 3392 } 3393 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM && 3394 format == GL_RGBA && 3395 type == GL_UNSIGNED_BYTE) 3396 { 3397 // Fast path for swapping red with blue 3398 unsigned char *dest = static_cast<unsigned char*>(pixels); 3399 3400 for (int j = 0; j < area.height; j++) 3401 { 3402 for (int i = 0; i < area.width; i++) 3403 { 3404 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); 3405 *(unsigned int*)(dest + 4 * i + j * outputPitch) = 3406 (argb & 0xFF00FF00) | // Keep alpha and green 3407 (argb & 0x00FF0000) >> 16 | // Move red to blue 3408 (argb & 0x000000FF) << 16; // Move blue to red 3409 } 3410 } 3411 } 3412 else 3413 { 3414 gl::Color pixelColor; 3415 for (int j = 0; j < area.height; j++) 3416 { 3417 for (int i = 0; i < area.width; i++) 3418 { 3419 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor); 3420 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels); 3421 } 3422 } 3423 } 3424 3425 mDeviceContext->Unmap(stagingTex, 0); 3426 3427 stagingTex->Release(); 3428 stagingTex = NULL; 3429 } 3430 3431 bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, 3432 RenderTarget *drawRenderTarget, bool wholeBufferCopy) 3433 { 3434 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height); 3435 3436 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget); 3437 if (!drawRenderTarget) 3438 { 3439 ERR("Failed to retrieve the draw render target from the draw framebuffer."); 3440 return gl::error(GL_OUT_OF_MEMORY, false); 3441 } 3442 3443 ID3D11Texture2D *drawTexture = drawRenderTarget11->getTexture(); 3444 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); 3445 3446 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget); 3447 if (!readRenderTarget) 3448 { 3449 ERR("Failed to retrieve the read render target from the read framebuffer."); 3450 return gl::error(GL_OUT_OF_MEMORY, false); 3451 } 3452 3453 ID3D11Texture2D *readTexture = NULL; 3454 unsigned int readSubresource = 0; 3455 if (readRenderTarget->getSamples() > 0) 3456 { 3457 readTexture = resolveMultisampledTexture(readRenderTarget11->getTexture(), readRenderTarget11->getSubresourceIndex()); 3458 readSubresource = 0; 3459 } 3460 else 3461 { 3462 readTexture = readRenderTarget11->getTexture(); 3463 readTexture->AddRef(); 3464 readSubresource = readRenderTarget11->getSubresourceIndex(); 3465 } 3466 3467 if (!readTexture) 3468 { 3469 ERR("Failed to retrieve the read render target view from the read render target."); 3470 return gl::error(GL_OUT_OF_MEMORY, false); 3471 } 3472 3473 D3D11_BOX readBox; 3474 readBox.left = readRect.x; 3475 readBox.right = readRect.x + readRect.width; 3476 readBox.top = readRect.y; 3477 readBox.bottom = readRect.y + readRect.height; 3478 readBox.front = 0; 3479 readBox.back = 1; 3480 3481 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox 3482 // We also require complete framebuffer copies for depth-stencil blit. 3483 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; 3484 3485 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0, 3486 readTexture, readSubresource, pSrcBox); 3487 3488 SafeRelease(readTexture); 3489 3490 return true; 3491 } 3492 3493 ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) 3494 { 3495 D3D11_TEXTURE2D_DESC textureDesc; 3496 source->GetDesc(&textureDesc); 3497 3498 if (textureDesc.SampleDesc.Count > 1) 3499 { 3500 D3D11_TEXTURE2D_DESC resolveDesc; 3501 resolveDesc.Width = textureDesc.Width; 3502 resolveDesc.Height = textureDesc.Height; 3503 resolveDesc.MipLevels = 1; 3504 resolveDesc.ArraySize = 1; 3505 resolveDesc.Format = textureDesc.Format; 3506 resolveDesc.SampleDesc.Count = 1; 3507 resolveDesc.SampleDesc.Quality = 0; 3508 resolveDesc.Usage = textureDesc.Usage; 3509 resolveDesc.BindFlags = textureDesc.BindFlags; 3510 resolveDesc.CPUAccessFlags = 0; 3511 resolveDesc.MiscFlags = 0; 3512 3513 ID3D11Texture2D *resolveTexture = NULL; 3514 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); 3515 if (FAILED(result)) 3516 { 3517 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); 3518 return NULL; 3519 } 3520 3521 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); 3522 return resolveTexture; 3523 } 3524 else 3525 { 3526 source->AddRef(); 3527 return source; 3528 } 3529 } 3530 3531 bool Renderer11::getLUID(LUID *adapterLuid) const 3532 { 3533 adapterLuid->HighPart = 0; 3534 adapterLuid->LowPart = 0; 3535 3536 if (!mDxgiAdapter) 3537 { 3538 return false; 3539 } 3540 3541 DXGI_ADAPTER_DESC adapterDesc; 3542 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) 3543 { 3544 return false; 3545 } 3546 3547 *adapterLuid = adapterDesc.AdapterLuid; 3548 return true; 3549 } 3550 3551 } 3552