1 #include "precompiled.h"
3 // Copyright (c) 2012-2014 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.
8 // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
10 #include "libGLESv2/main.h"
11 #include "common/utilities.h"
12 #include "libGLESv2/Buffer.h"
13 #include "libGLESv2/FramebufferAttachment.h"
14 #include "libGLESv2/ProgramBinary.h"
15 #include "libGLESv2/Framebuffer.h"
16 #include "libGLESv2/renderer/d3d/TextureD3D.h"
17 #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
18 #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
19 #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
20 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
21 #include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h"
22 #include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
23 #include "libGLESv2/renderer/d3d/d3d11/Image11.h"
24 #include "libGLESv2/renderer/d3d/d3d11/VertexBuffer11.h"
25 #include "libGLESv2/renderer/d3d/d3d11/IndexBuffer11.h"
26 #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
27 #include "libGLESv2/renderer/d3d/VertexDataManager.h"
28 #include "libGLESv2/renderer/d3d/IndexDataManager.h"
29 #include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
30 #include "libGLESv2/renderer/d3d/d3d11/Query11.h"
31 #include "libGLESv2/renderer/d3d/d3d11/Fence11.h"
32 #include "libGLESv2/renderer/d3d/d3d11/Blit11.h"
33 #include "libGLESv2/renderer/d3d/d3d11/Clear11.h"
34 #include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
35 #include "libGLESv2/renderer/d3d/d3d11/VertexArray11.h"
36 #include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
37 #include "libEGL/Display.h"
39 // Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
40 // HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
41 #ifndef ANGLE_SKIP_DXGI_1_2_CHECK
42 #define ANGLE_SKIP_DXGI_1_2_CHECK 0
46 // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
47 // and conformance tests. to enable all warnings, remove this define.
48 #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
53 static const DXGI_FORMAT RenderTargetFormats[] =
55 DXGI_FORMAT_B8G8R8A8_UNORM,
56 DXGI_FORMAT_R8G8B8A8_UNORM
59 static const DXGI_FORMAT DepthStencilFormats[] =
62 DXGI_FORMAT_D24_UNORM_S8_UINT,
68 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
71 Renderer11::Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay)
74 mRequestedDisplay(requestedDisplay)
76 mVertexDataManager = NULL;
77 mIndexDataManager = NULL;
80 mTriangleFanIB = NULL;
83 mPixelTransfer = NULL;
95 mDeviceContext = NULL;
99 mDriverConstantBufferVS = NULL;
100 mDriverConstantBufferPS = NULL;
102 mAppliedVertexShader = NULL;
103 mAppliedGeometryShader = NULL;
104 mCurPointGeometryShader = NULL;
105 mAppliedPixelShader = NULL;
108 Renderer11::~Renderer11()
113 Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
115 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
116 return static_cast<rx::Renderer11*>(renderer);
119 #ifndef __d3d11_1_h__
120 #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
123 EGLint Renderer11::initialize()
125 if (!mCompiler.initialize())
127 return EGL_NOT_INITIALIZED;
130 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
131 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
133 if (mD3d11Module == NULL || mDxgiModule == NULL)
135 ERR("Could not load D3D11 or DXGI library - aborting!\n");
136 return EGL_NOT_INITIALIZED;
139 // create the D3D11 device
140 ASSERT(mDevice == NULL);
141 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
143 if (D3D11CreateDevice == NULL)
145 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
146 return EGL_NOT_INITIALIZED;
149 D3D_FEATURE_LEVEL featureLevels[] =
151 D3D_FEATURE_LEVEL_11_0,
152 D3D_FEATURE_LEVEL_10_1,
153 D3D_FEATURE_LEVEL_10_0,
156 D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;
157 if (mRequestedDisplay == EGL_PLATFORM_ANGLE_TYPE_D3D11_WARP_ANGLE)
159 driverType = D3D_DRIVER_TYPE_WARP;
162 HRESULT result = S_OK;
165 result = D3D11CreateDevice(NULL,
168 D3D11_CREATE_DEVICE_DEBUG,
170 ArraySize(featureLevels),
176 if (!mDevice || FAILED(result))
178 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
181 if (!mDevice || FAILED(result))
184 result = D3D11CreateDevice(NULL,
189 ArraySize(featureLevels),
195 if (!mDevice || FAILED(result))
197 ERR("Could not create D3D11 device - aborting!\n");
198 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
202 #if !ANGLE_SKIP_DXGI_1_2_CHECK
203 // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
204 // The easiest way to check is to query for a IDXGIDevice2.
205 bool requireDXGI1_2 = false;
206 HWND hwnd = WindowFromDC(mDc);
209 DWORD currentProcessId = GetCurrentProcessId();
211 GetWindowThreadProcessId(hwnd, &wndProcessId);
212 requireDXGI1_2 = (currentProcessId != wndProcessId);
216 requireDXGI1_2 = true;
221 IDXGIDevice2 *dxgiDevice2 = NULL;
222 result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
225 ERR("DXGI 1.2 required to present to HWNDs owned by another process.\n");
226 return EGL_NOT_INITIALIZED;
228 SafeRelease(dxgiDevice2);
232 IDXGIDevice *dxgiDevice = NULL;
233 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
237 ERR("Could not query DXGI device - aborting!\n");
238 return EGL_NOT_INITIALIZED;
241 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
245 ERR("Could not retrieve DXGI adapter - aborting!\n");
246 return EGL_NOT_INITIALIZED;
249 SafeRelease(dxgiDevice);
251 mDxgiAdapter->GetDesc(&mAdapterDescription);
252 memset(mDescription, 0, sizeof(mDescription));
253 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
255 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
257 if (!mDxgiFactory || FAILED(result))
259 ERR("Could not create DXGI factory - aborting!\n");
260 return EGL_NOT_INITIALIZED;
263 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
264 #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
265 ID3D11InfoQueue *infoQueue;
266 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
268 if (SUCCEEDED(result))
270 D3D11_MESSAGE_ID hideMessages[] =
272 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
275 D3D11_INFO_QUEUE_FILTER filter = {0};
276 filter.DenyList.NumIDs = ArraySize(hideMessages);
277 filter.DenyList.pIDList = hideMessages;
279 infoQueue->AddStorageFilterEntries(&filter);
280 SafeRelease(infoQueue);
289 // do any one-time device initialization
290 // NOTE: this is also needed after a device lost/reset
291 // to reset the scene status and ensure the default states are reset.
292 void Renderer11::initializeDevice()
294 mStateCache.initialize(mDevice);
295 mInputLayoutCache.initialize(mDevice, mDeviceContext);
297 ASSERT(!mVertexDataManager && !mIndexDataManager);
298 mVertexDataManager = new VertexDataManager(this);
299 mIndexDataManager = new IndexDataManager(this);
302 mBlit = new Blit11(this);
305 mClear = new Clear11(this);
307 ASSERT(!mPixelTransfer);
308 mPixelTransfer = new PixelTransfer11(this);
313 int Renderer11::generateConfigs(ConfigDesc **configDescList)
315 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
316 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
317 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
320 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
322 const d3d11::DXGIFormat &renderTargetFormatInfo = d3d11::GetDXGIFormatInfo(RenderTargetFormats[formatIndex]);
323 const gl::TextureCaps &renderTargetFormatCaps = getRendererTextureCaps().get(renderTargetFormatInfo.internalFormat);
324 if (renderTargetFormatCaps.renderable)
326 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
328 const d3d11::DXGIFormat &depthStencilFormatInfo = d3d11::GetDXGIFormatInfo(DepthStencilFormats[depthStencilIndex]);
329 const gl::TextureCaps &depthStencilFormatCaps = getRendererTextureCaps().get(depthStencilFormatInfo.internalFormat);
330 if (depthStencilFormatCaps.renderable || DepthStencilFormats[depthStencilIndex] == DXGI_FORMAT_UNKNOWN)
332 ConfigDesc newConfig;
333 newConfig.renderTargetFormat = renderTargetFormatInfo.internalFormat;
334 newConfig.depthStencilFormat = depthStencilFormatInfo.internalFormat;
335 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
336 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
337 newConfig.es3Capable = true;
339 (*configDescList)[numConfigs++] = newConfig;
348 void Renderer11::deleteConfigs(ConfigDesc *configDescList)
350 delete [] (configDescList);
353 void Renderer11::sync(bool block)
361 D3D11_QUERY_DESC queryDesc;
362 queryDesc.Query = D3D11_QUERY_EVENT;
363 queryDesc.MiscFlags = 0;
365 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
366 ASSERT(SUCCEEDED(result));
369 mDeviceContext->End(mSyncQuery);
370 mDeviceContext->Flush();
374 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
376 // Keep polling, but allow other threads to do something useful first
379 if (testDeviceLost(true))
384 while (result == S_FALSE);
388 mDeviceContext->Flush();
392 SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
394 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
397 void Renderer11::generateSwizzle(gl::Texture *texture)
401 TextureStorageInterface *texStorage = texture->getNativeTexture();
404 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
406 storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
407 texture->getSamplerState().swizzleGreen,
408 texture->getSamplerState().swizzleBlue,
409 texture->getSamplerState().swizzleAlpha);
414 void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
416 if (type == gl::SAMPLER_PIXEL)
418 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
420 ERR("Pixel shader sampler index %i is not valid.", index);
424 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
426 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
430 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
431 "sampler state for pixel shaders at slot %i.", index);
434 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
436 mCurPixelSamplerStates[index] = samplerState;
439 mForceSetPixelSamplerStates[index] = false;
441 else if (type == gl::SAMPLER_VERTEX)
443 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
445 ERR("Vertex shader sampler index %i is not valid.", index);
449 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
451 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
455 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
456 "sampler state for vertex shaders at slot %i.", index);
459 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
461 mCurVertexSamplerStates[index] = samplerState;
464 mForceSetVertexSamplerStates[index] = false;
469 void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
471 ID3D11ShaderResourceView *textureSRV = NULL;
472 bool forceSetTexture = false;
476 TextureImpl* textureImpl = texture->getImplementation();
478 TextureStorageInterface *texStorage = textureImpl->getNativeTexture();
481 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
482 gl::SamplerState samplerState;
483 texture->getSamplerStateWithNativeOffset(&samplerState);
484 textureSRV = storage11->getSRV(samplerState);
487 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
488 // missing the shader resource view
489 ASSERT(textureSRV != NULL);
491 forceSetTexture = textureImpl->hasDirtyImages();
492 textureImpl->resetDirty();
495 if (type == gl::SAMPLER_PIXEL)
497 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
499 ERR("Pixel shader sampler index %i is not valid.", index);
503 if (forceSetTexture || mCurPixelSRVs[index] != textureSRV)
505 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
508 mCurPixelSRVs[index] = textureSRV;
510 else if (type == gl::SAMPLER_VERTEX)
512 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
514 ERR("Vertex shader sampler index %i is not valid.", index);
518 if (forceSetTexture || mCurVertexSRVs[index] != textureSRV)
520 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
523 mCurVertexSRVs[index] = textureSRV;
528 bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
530 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
532 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
535 Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
536 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
543 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
545 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
547 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
552 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
554 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
557 Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
558 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
565 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
567 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
569 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
577 void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
579 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
581 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled);
584 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
585 "rasterizer state.");
588 mDeviceContext->RSSetState(dxRasterState);
590 mCurRasterState = rasterState;
593 mForceSetRasterState = false;
596 void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
597 unsigned int sampleMask)
599 if (mForceSetBlendState ||
600 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
601 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
602 sampleMask != mCurSampleMask)
604 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(framebuffer, blendState);
607 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
611 float blendColors[4] = {0.0f};
612 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
613 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
615 blendColors[0] = blendColor.red;
616 blendColors[1] = blendColor.green;
617 blendColors[2] = blendColor.blue;
618 blendColors[3] = blendColor.alpha;
622 blendColors[0] = blendColor.alpha;
623 blendColors[1] = blendColor.alpha;
624 blendColors[2] = blendColor.alpha;
625 blendColors[3] = blendColor.alpha;
628 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
630 mCurBlendState = blendState;
631 mCurBlendColor = blendColor;
632 mCurSampleMask = sampleMask;
635 mForceSetBlendState = false;
638 void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
639 int stencilBackRef, bool frontFaceCCW)
641 if (mForceSetDepthStencilState ||
642 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
643 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
645 ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
646 ASSERT(stencilRef == stencilBackRef);
647 ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
649 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
650 if (!dxDepthStencilState)
652 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
653 "setting the default depth stencil state.");
656 // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
657 // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
658 META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
659 META_ASSERT(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF);
660 UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
662 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
664 mCurDepthStencilState = depthStencilState;
665 mCurStencilRef = stencilRef;
666 mCurStencilBackRef = stencilBackRef;
669 mForceSetDepthStencilState = false;
672 void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
674 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
675 enabled != mScissorEnabled)
680 rect.left = std::max(0, scissor.x);
681 rect.top = std::max(0, scissor.y);
682 rect.right = scissor.x + std::max(0, scissor.width);
683 rect.bottom = scissor.y + std::max(0, scissor.height);
685 mDeviceContext->RSSetScissorRects(1, &rect);
688 if (enabled != mScissorEnabled)
690 mForceSetRasterState = true;
693 mCurScissor = scissor;
694 mScissorEnabled = enabled;
697 mForceSetScissor = false;
700 bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
703 gl::Rectangle actualViewport = viewport;
704 float actualZNear = gl::clamp01(zNear);
705 float actualZFar = gl::clamp01(zFar);
708 actualViewport.x = 0;
709 actualViewport.y = 0;
710 actualViewport.width = mRenderTargetDesc.width;
711 actualViewport.height = mRenderTargetDesc.height;
716 const gl::Caps& caps = getRendererCaps();
718 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
719 D3D11_VIEWPORT dxViewport;
720 dxViewport.TopLeftX = gl::clamp(actualViewport.x, -static_cast<int>(caps.maxViewportWidth), static_cast<int>(caps.maxViewportWidth));
721 dxViewport.TopLeftY = gl::clamp(actualViewport.y, -static_cast<int>(caps.maxViewportHeight), static_cast<int>(caps.maxViewportHeight));
722 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(caps.maxViewportWidth - dxViewport.TopLeftX));
723 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(caps.maxViewportHeight - dxViewport.TopLeftY));
724 dxViewport.MinDepth = actualZNear;
725 dxViewport.MaxDepth = actualZFar;
727 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
729 return false; // Nothing to render
732 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
733 actualZNear != mCurNear || actualZFar != mCurFar;
737 mDeviceContext->RSSetViewports(1, &dxViewport);
739 mCurViewport = actualViewport;
740 mCurNear = actualZNear;
741 mCurFar = actualZFar;
743 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
744 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
745 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
746 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
748 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
749 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
751 mVertexConstants.depthRange[0] = actualZNear;
752 mVertexConstants.depthRange[1] = actualZFar;
753 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
755 mPixelConstants.depthRange[0] = actualZNear;
756 mPixelConstants.depthRange[1] = actualZFar;
757 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
760 mForceSetViewport = false;
764 bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
766 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
768 GLsizei minCount = 0;
772 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
773 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
774 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
775 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
776 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
777 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
778 // emulate fans via rewriting index buffer
779 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
785 if (primitiveTopology != mCurrentPrimitiveTopology)
787 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
788 mCurrentPrimitiveTopology = primitiveTopology;
791 return count >= minCount;
794 bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
796 // Get the color render buffer and serial
797 // Also extract the render target dimensions and view
798 unsigned int renderTargetWidth = 0;
799 unsigned int renderTargetHeight = 0;
800 GLenum renderTargetFormat = 0;
801 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
802 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
803 bool missingColorRenderTarget = true;
805 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
807 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
808 gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
810 if (colorbuffer && drawBufferState != GL_NONE)
812 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
813 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
815 // check for zero-sized default framebuffer, which is a special case.
816 // in this case we do not wish to modify any state and just silently return false.
817 // this will not report any gl error but will cause the calling method to return.
818 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
823 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
825 // Extract the render target dimensions and view
826 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
829 ERR("render target pointer unexpectedly null.");
833 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
834 if (!framebufferRTVs[colorAttachment])
836 ERR("render target view pointer unexpectedly null.");
840 if (missingColorRenderTarget)
842 renderTargetWidth = colorbuffer->getWidth();
843 renderTargetHeight = colorbuffer->getHeight();
844 renderTargetFormat = colorbuffer->getActualFormat();
845 missingColorRenderTarget = false;
848 // TODO: Detect if this color buffer is already bound as a texture and unbind it first to prevent
853 // Get the depth stencil render buffer and serials
854 gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer();
855 unsigned int depthbufferSerial = 0;
856 unsigned int stencilbufferSerial = 0;
859 depthbufferSerial = depthStencil->getSerial();
861 else if (framebuffer->getStencilbuffer())
863 depthStencil = framebuffer->getStencilbuffer();
864 stencilbufferSerial = depthStencil->getSerial();
867 ID3D11DepthStencilView* framebufferDSV = NULL;
870 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
871 if (!depthStencilRenderTarget)
873 ERR("render target pointer unexpectedly null.");
874 SafeRelease(framebufferRTVs);
878 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
881 ERR("depth stencil view pointer unexpectedly null.");
882 SafeRelease(framebufferRTVs);
886 // If there is no render buffer, the width, height and format values come from
888 if (missingColorRenderTarget)
890 renderTargetWidth = depthStencil->getWidth();
891 renderTargetHeight = depthStencil->getHeight();
892 renderTargetFormat = depthStencil->getActualFormat();
896 // Apply the render target and depth stencil
897 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
898 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
899 depthbufferSerial != mAppliedDepthbufferSerial ||
900 stencilbufferSerial != mAppliedStencilbufferSerial)
902 mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
904 mRenderTargetDesc.width = renderTargetWidth;
905 mRenderTargetDesc.height = renderTargetHeight;
906 mRenderTargetDesc.format = renderTargetFormat;
907 mForceSetViewport = true;
908 mForceSetScissor = true;
909 mForceSetBlendState = true;
911 if (!mDepthStencilInitialized)
913 mForceSetRasterState = true;
916 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
918 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
920 mAppliedDepthbufferSerial = depthbufferSerial;
921 mAppliedStencilbufferSerial = stencilbufferSerial;
922 mRenderTargetDescInitialized = true;
923 mDepthStencilInitialized = true;
926 invalidateFramebufferSwizzles(framebuffer);
931 GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
932 GLint first, GLsizei count, GLsizei instances)
934 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
935 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
936 if (err != GL_NO_ERROR)
941 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
944 GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
946 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
948 if (err == GL_NO_ERROR)
950 ID3D11Buffer *buffer = NULL;
951 DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
953 if (indexInfo->storage)
955 Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
956 buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
960 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
961 buffer = indexBuffer->getBuffer();
964 if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
966 mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
969 mAppliedIBFormat = bufferFormat;
970 mAppliedIBOffset = indexInfo->startOffset;
977 void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[])
979 ID3D11Buffer* d3dBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
980 UINT d3dOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
981 bool requiresUpdate = false;
982 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
984 if (transformFeedbackBuffers[i])
986 Buffer11 *storage = Buffer11::makeBuffer11(transformFeedbackBuffers[i]->getImplementation());
987 ID3D11Buffer *buffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
989 d3dBuffers[i] = buffer;
990 d3dOffsets[i] = (mAppliedTFBuffers[i] != buffer) ? static_cast<UINT>(offsets[i]) : -1;
994 d3dBuffers[i] = NULL;
998 if (d3dBuffers[i] != mAppliedTFBuffers[i] || offsets[i] != mAppliedTFOffsets[i])
1000 requiresUpdate = true;
1006 mDeviceContext->SOSetTargets(ArraySize(d3dBuffers), d3dBuffers, d3dOffsets);
1007 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1009 mAppliedTFBuffers[i] = d3dBuffers[i];
1010 mAppliedTFOffsets[i] = offsets[i];
1015 void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
1017 if (mode == GL_POINTS && transformFeedbackActive)
1019 // Since point sprites are generated with a geometry shader, too many vertices will
1020 // be written if transform feedback is active. To work around this, draw only the points
1021 // with the stream out shader and no pixel shader to feed the stream out buffers and then
1022 // draw again with the point sprite geometry shader to rasterize the point sprites.
1024 mDeviceContext->PSSetShader(NULL, NULL, 0);
1028 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1032 mDeviceContext->Draw(count, 0);
1035 mDeviceContext->GSSetShader(mCurPointGeometryShader, NULL, 0);
1036 mDeviceContext->PSSetShader(mAppliedPixelShader, NULL, 0);
1040 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1044 mDeviceContext->Draw(count, 0);
1047 mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
1049 else if (mode == GL_LINE_LOOP)
1051 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1053 else if (mode == GL_TRIANGLE_FAN)
1055 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
1057 else if (instances > 0)
1059 mDeviceContext->DrawInstanced(count, instances, 0, 0);
1063 mDeviceContext->Draw(count, 0);
1067 void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
1068 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
1070 if (mode == GL_LINE_LOOP)
1072 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1074 else if (mode == GL_TRIANGLE_FAN)
1076 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1078 else if (instances > 0)
1080 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
1084 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
1088 void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1090 // Get the raw indices for an indexed draw
1091 if (type != GL_NONE && elementArrayBuffer)
1093 gl::Buffer *indexBuffer = elementArrayBuffer;
1094 BufferImpl *storage = indexBuffer->getImplementation();
1095 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1096 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1101 mLineLoopIB = new StreamingIndexBufferInterface(this);
1102 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1107 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
1108 return gl::error(GL_OUT_OF_MEMORY);
1112 // Checked by Renderer11::applyPrimitiveType
1115 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1117 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1118 return gl::error(GL_OUT_OF_MEMORY);
1121 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1122 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1124 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1125 return gl::error(GL_OUT_OF_MEMORY);
1128 void* mappedMemory = NULL;
1129 unsigned int offset;
1130 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
1132 ERR("Could not map index buffer for GL_LINE_LOOP.");
1133 return gl::error(GL_OUT_OF_MEMORY);
1136 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1137 unsigned int indexBufferOffset = offset;
1141 case GL_NONE: // Non-indexed draw
1142 for (int i = 0; i < count; i++)
1148 case GL_UNSIGNED_BYTE:
1149 for (int i = 0; i < count; i++)
1151 data[i] = static_cast<const GLubyte*>(indices)[i];
1153 data[count] = static_cast<const GLubyte*>(indices)[0];
1155 case GL_UNSIGNED_SHORT:
1156 for (int i = 0; i < count; i++)
1158 data[i] = static_cast<const GLushort*>(indices)[i];
1160 data[count] = static_cast<const GLushort*>(indices)[0];
1162 case GL_UNSIGNED_INT:
1163 for (int i = 0; i < count; i++)
1165 data[i] = static_cast<const GLuint*>(indices)[i];
1167 data[count] = static_cast<const GLuint*>(indices)[0];
1169 default: UNREACHABLE();
1172 if (!mLineLoopIB->unmapBuffer())
1174 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1175 return gl::error(GL_OUT_OF_MEMORY);
1178 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1179 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1180 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
1182 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1184 mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
1185 mAppliedIB = d3dIndexBuffer;
1186 mAppliedIBFormat = indexFormat;
1187 mAppliedIBOffset = indexBufferOffset;
1190 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
1193 void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
1195 // Get the raw indices for an indexed draw
1196 if (type != GL_NONE && elementArrayBuffer)
1198 gl::Buffer *indexBuffer = elementArrayBuffer;
1199 BufferImpl *storage = indexBuffer->getImplementation();
1200 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1201 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1204 if (!mTriangleFanIB)
1206 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1207 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1209 delete mTriangleFanIB;
1210 mTriangleFanIB = NULL;
1212 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
1213 return gl::error(GL_OUT_OF_MEMORY);
1217 // Checked by Renderer11::applyPrimitiveType
1220 const unsigned int numTris = count - 2;
1222 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
1224 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1225 return gl::error(GL_OUT_OF_MEMORY);
1228 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1229 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1231 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
1232 return gl::error(GL_OUT_OF_MEMORY);
1235 void* mappedMemory = NULL;
1236 unsigned int offset;
1237 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
1239 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
1240 return gl::error(GL_OUT_OF_MEMORY);
1243 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1244 unsigned int indexBufferOffset = offset;
1248 case GL_NONE: // Non-indexed draw
1249 for (unsigned int i = 0; i < numTris; i++)
1252 data[i*3 + 1] = i + 1;
1253 data[i*3 + 2] = i + 2;
1256 case GL_UNSIGNED_BYTE:
1257 for (unsigned int i = 0; i < numTris; i++)
1259 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1260 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1261 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1264 case GL_UNSIGNED_SHORT:
1265 for (unsigned int i = 0; i < numTris; i++)
1267 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1268 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1269 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1272 case GL_UNSIGNED_INT:
1273 for (unsigned int i = 0; i < numTris; i++)
1275 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1276 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1277 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1280 default: UNREACHABLE();
1283 if (!mTriangleFanIB->unmapBuffer())
1285 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1286 return gl::error(GL_OUT_OF_MEMORY);
1289 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1290 ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
1291 DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
1293 if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
1295 mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
1296 mAppliedIB = d3dIndexBuffer;
1297 mAppliedIBFormat = indexFormat;
1298 mAppliedIBOffset = indexBufferOffset;
1303 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1307 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1311 void Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
1312 bool rasterizerDiscard, bool transformFeedbackActive)
1314 ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
1315 ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
1316 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1318 ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
1320 ID3D11PixelShader *pixelShader = NULL;
1321 // Skip pixel shader if we're doing rasterizer discard.
1322 if (!rasterizerDiscard)
1324 pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
1327 ID3D11GeometryShader *geometryShader = NULL;
1328 if (transformFeedbackActive)
1330 geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
1332 else if (mCurRasterState.pointDrawMode)
1334 geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
1337 bool dirtyUniforms = false;
1339 if (vertexShader != mAppliedVertexShader)
1341 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1342 mAppliedVertexShader = vertexShader;
1343 dirtyUniforms = true;
1346 if (geometryShader != mAppliedGeometryShader)
1348 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1349 mAppliedGeometryShader = geometryShader;
1350 dirtyUniforms = true;
1353 if (geometryExe && mCurRasterState.pointDrawMode)
1355 mCurPointGeometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1359 mCurPointGeometryShader = NULL;
1362 if (pixelShader != mAppliedPixelShader)
1364 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1365 mAppliedPixelShader = pixelShader;
1366 dirtyUniforms = true;
1371 programBinary->dirtyAllUniforms();
1375 void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
1377 const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
1379 unsigned int totalRegisterCountVS = 0;
1380 unsigned int totalRegisterCountPS = 0;
1382 bool vertexUniformsDirty = false;
1383 bool pixelUniformsDirty = false;
1385 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
1387 const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
1389 if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
1391 totalRegisterCountVS += uniform.registerCount;
1392 vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
1395 if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
1397 totalRegisterCountPS += uniform.registerCount;
1398 pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
1402 const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getVertexUniformStorage());
1403 const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programBinary.getFragmentUniformStorage());
1404 ASSERT(vertexUniformStorage);
1405 ASSERT(fragmentUniformStorage);
1407 ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
1408 ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();
1410 float (*mapVS)[4] = NULL;
1411 float (*mapPS)[4] = NULL;
1413 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1415 D3D11_MAPPED_SUBRESOURCE map = {0};
1416 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1417 UNUSED_ASSERTION_VARIABLE(result);
1418 ASSERT(SUCCEEDED(result));
1419 mapVS = (float(*)[4])map.pData;
1422 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1424 D3D11_MAPPED_SUBRESOURCE map = {0};
1425 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1426 UNUSED_ASSERTION_VARIABLE(result);
1427 ASSERT(SUCCEEDED(result));
1428 mapPS = (float(*)[4])map.pData;
1431 for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
1433 gl::LinkedUniform *uniform = uniformArray[uniformIndex];
1435 if (!uniform->isSampler())
1437 unsigned int componentCount = (4 - uniform->registerElement);
1439 // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
1440 // overwrite previously written regions of memory.
1442 if (uniform->isReferencedByVertexShader() && mapVS)
1444 memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
1447 if (uniform->isReferencedByFragmentShader() && mapPS)
1449 memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
1456 mDeviceContext->Unmap(vertexConstantBuffer, 0);
1461 mDeviceContext->Unmap(pixelConstantBuffer, 0);
1464 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1466 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1467 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1470 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1472 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1473 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1477 if (!mDriverConstantBufferVS)
1479 D3D11_BUFFER_DESC constantBufferDescription = {0};
1480 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1481 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1482 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1483 constantBufferDescription.CPUAccessFlags = 0;
1484 constantBufferDescription.MiscFlags = 0;
1485 constantBufferDescription.StructureByteStride = 0;
1487 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
1488 UNUSED_ASSERTION_VARIABLE(result);
1489 ASSERT(SUCCEEDED(result));
1491 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1494 if (!mDriverConstantBufferPS)
1496 D3D11_BUFFER_DESC constantBufferDescription = {0};
1497 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1498 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1499 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1500 constantBufferDescription.CPUAccessFlags = 0;
1501 constantBufferDescription.MiscFlags = 0;
1502 constantBufferDescription.StructureByteStride = 0;
1504 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
1505 UNUSED_ASSERTION_VARIABLE(result);
1506 ASSERT(SUCCEEDED(result));
1508 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1511 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1513 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1514 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1517 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1519 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1520 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1523 // needed for the point sprite geometry shader
1524 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1526 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1527 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1531 void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
1533 mClear->clearFramebuffer(clearParams, frameBuffer);
1534 invalidateFramebufferSwizzles(frameBuffer);
1537 void Renderer11::markAllStateDirty()
1539 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1541 mAppliedRenderTargetSerials[rtIndex] = 0;
1543 mAppliedDepthbufferSerial = 0;
1544 mAppliedStencilbufferSerial = 0;
1545 mDepthStencilInitialized = false;
1546 mRenderTargetDescInitialized = false;
1548 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
1550 mForceSetVertexSamplerStates[i] = true;
1551 mCurVertexSRVs[i] = NULL;
1553 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1555 mForceSetPixelSamplerStates[i] = true;
1556 mCurPixelSRVs[i] = NULL;
1559 mForceSetBlendState = true;
1560 mForceSetRasterState = true;
1561 mForceSetDepthStencilState = true;
1562 mForceSetScissor = true;
1563 mForceSetViewport = true;
1566 mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
1567 mAppliedIBOffset = 0;
1569 mAppliedVertexShader = NULL;
1570 mAppliedGeometryShader = NULL;
1571 mCurPointGeometryShader = NULL;
1572 mAppliedPixelShader = NULL;
1574 for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
1576 mAppliedTFBuffers[i] = NULL;
1577 mAppliedTFOffsets[i] = 0;
1580 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1581 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
1583 mInputLayoutCache.markDirty();
1585 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1587 mCurrentConstantBufferVS[i] = -1;
1588 mCurrentConstantBufferPS[i] = -1;
1591 mCurrentVertexConstantBuffer = NULL;
1592 mCurrentPixelConstantBuffer = NULL;
1593 mCurrentGeometryConstantBuffer = NULL;
1595 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
1598 void Renderer11::releaseDeviceResources()
1600 mStateCache.clear();
1601 mInputLayoutCache.clear();
1603 SafeDelete(mVertexDataManager);
1604 SafeDelete(mIndexDataManager);
1605 SafeDelete(mLineLoopIB);
1606 SafeDelete(mTriangleFanIB);
1609 SafeDelete(mPixelTransfer);
1611 SafeRelease(mDriverConstantBufferVS);
1612 SafeRelease(mDriverConstantBufferPS);
1613 SafeRelease(mSyncQuery);
1616 void Renderer11::notifyDeviceLost()
1619 mDisplay->notifyDeviceLost();
1622 bool Renderer11::isDeviceLost()
1627 // set notify to true to broadcast a message to all contexts of the device loss
1628 bool Renderer11::testDeviceLost(bool notify)
1630 bool isLost = false;
1632 // GetRemovedReason is used to test if the device is removed
1633 HRESULT result = mDevice->GetDeviceRemovedReason();
1634 isLost = d3d11::isDeviceLostError(result);
1638 // Log error if this is a new device lost event
1639 if (mDeviceLost == false)
1641 ERR("The D3D11 device was removed: 0x%08X", result);
1644 // ensure we note the device loss --
1645 // we'll probably get this done again by notifyDeviceLost
1646 // but best to remember it!
1647 // Note that we don't want to clear the device loss status here
1648 // -- this needs to be done by resetDevice
1659 bool Renderer11::testDeviceResettable()
1661 // determine if the device is resettable by creating a dummy device
1662 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
1664 if (D3D11CreateDevice == NULL)
1669 D3D_FEATURE_LEVEL featureLevels[] =
1671 D3D_FEATURE_LEVEL_11_0,
1672 D3D_FEATURE_LEVEL_10_1,
1673 D3D_FEATURE_LEVEL_10_0,
1676 ID3D11Device* dummyDevice;
1677 D3D_FEATURE_LEVEL dummyFeatureLevel;
1678 ID3D11DeviceContext* dummyContext;
1680 HRESULT result = D3D11CreateDevice(NULL,
1681 D3D_DRIVER_TYPE_HARDWARE,
1684 D3D11_CREATE_DEVICE_DEBUG,
1689 ArraySize(featureLevels),
1695 if (!mDevice || FAILED(result))
1700 SafeRelease(dummyContext);
1701 SafeRelease(dummyDevice);
1706 void Renderer11::release()
1708 releaseDeviceResources();
1710 SafeRelease(mDxgiFactory);
1711 SafeRelease(mDxgiAdapter);
1715 mDeviceContext->ClearState();
1716 mDeviceContext->Flush();
1717 SafeRelease(mDeviceContext);
1720 SafeRelease(mDevice);
1724 FreeLibrary(mD3d11Module);
1725 mD3d11Module = NULL;
1730 FreeLibrary(mDxgiModule);
1734 mCompiler.release();
1737 bool Renderer11::resetDevice()
1739 // recreate everything
1741 EGLint result = initialize();
1743 if (result != EGL_SUCCESS)
1745 ERR("Could not reinitialize D3D11 device: %08X", result);
1749 mDeviceLost = false;
1754 DWORD Renderer11::getAdapterVendor() const
1756 return mAdapterDescription.VendorId;
1759 std::string Renderer11::getRendererDescription() const
1761 std::ostringstream rendererString;
1763 rendererString << mDescription;
1764 rendererString << " Direct3D11";
1766 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1767 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1769 return rendererString.str();
1772 GUID Renderer11::getAdapterIdentifier() const
1774 // Use the adapter LUID as our adapter ID
1775 // This number is local to a machine is only guaranteed to be unique between restarts
1776 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1777 GUID adapterId = {0};
1778 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1782 unsigned int Renderer11::getMaxVertexTextureImageUnits() const
1784 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1785 switch (mFeatureLevel)
1787 case D3D_FEATURE_LEVEL_11_0:
1788 case D3D_FEATURE_LEVEL_10_1:
1789 case D3D_FEATURE_LEVEL_10_0:
1790 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1791 default: UNREACHABLE();
1796 unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1798 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1801 unsigned int Renderer11::getReservedVertexUniformVectors() const
1803 return 0; // Driver uniforms are stored in a separate constant buffer
1806 unsigned int Renderer11::getReservedFragmentUniformVectors() const
1808 return 0; // Driver uniforms are stored in a separate constant buffer
1811 unsigned int Renderer11::getMaxVertexUniformVectors() const
1813 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1814 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1815 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
1818 unsigned int Renderer11::getMaxFragmentUniformVectors() const
1820 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1821 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1822 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
1825 unsigned int Renderer11::getMaxVaryingVectors() const
1827 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1828 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
1829 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
1830 switch (mFeatureLevel)
1832 case D3D_FEATURE_LEVEL_11_0:
1833 return D3D11_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
1834 case D3D_FEATURE_LEVEL_10_1:
1835 return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
1836 case D3D_FEATURE_LEVEL_10_0:
1837 return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
1838 default: UNREACHABLE();
1843 unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
1845 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1846 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1848 switch (mFeatureLevel)
1850 case D3D_FEATURE_LEVEL_11_0:
1851 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
1852 case D3D_FEATURE_LEVEL_10_1:
1853 case D3D_FEATURE_LEVEL_10_0:
1854 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
1855 default: UNREACHABLE();
1860 unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
1862 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1863 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1865 switch (mFeatureLevel)
1867 case D3D_FEATURE_LEVEL_11_0:
1868 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
1869 case D3D_FEATURE_LEVEL_10_1:
1870 case D3D_FEATURE_LEVEL_10_0:
1871 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
1872 default: UNREACHABLE();
1877 unsigned int Renderer11::getReservedVertexUniformBuffers() const
1879 // we reserve one buffer for the application uniforms, and one for driver uniforms
1883 unsigned int Renderer11::getReservedFragmentUniformBuffers() const
1885 // we reserve one buffer for the application uniforms, and one for driver uniforms
1889 unsigned int Renderer11::getReservedVaryings() const
1891 // We potentially reserve varyings for gl_Position, dx_Position, gl_FragCoord and gl_PointSize
1896 unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
1898 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
1899 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
1901 switch (mFeatureLevel)
1903 case D3D_FEATURE_LEVEL_11_0:
1904 return D3D11_SO_BUFFER_SLOT_COUNT;
1905 case D3D_FEATURE_LEVEL_10_1:
1906 return D3D10_1_SO_BUFFER_SLOT_COUNT;
1907 case D3D_FEATURE_LEVEL_10_0:
1908 return D3D10_SO_BUFFER_SLOT_COUNT;
1909 default: UNREACHABLE();
1914 unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
1916 switch (mFeatureLevel)
1918 case D3D_FEATURE_LEVEL_11_0:
1919 return getMaxTransformFeedbackInterleavedComponents() / getMaxTransformFeedbackBuffers();
1920 case D3D_FEATURE_LEVEL_10_1:
1921 case D3D_FEATURE_LEVEL_10_0:
1922 // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
1925 default: UNREACHABLE();
1930 unsigned int Renderer11::getMaxTransformFeedbackInterleavedComponents() const
1932 return (getMaxVaryingVectors() * 4);
1935 unsigned int Renderer11::getMaxUniformBufferSize() const
1937 // Each component is a 4-element vector of 4-byte units (floats)
1938 const unsigned int bytesPerComponent = 4 * sizeof(float);
1940 switch (mFeatureLevel)
1942 case D3D_FEATURE_LEVEL_11_0:
1943 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
1944 case D3D_FEATURE_LEVEL_10_1:
1945 case D3D_FEATURE_LEVEL_10_0:
1946 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
1947 default: UNREACHABLE();
1952 bool Renderer11::getShareHandleSupport() const
1954 // We only currently support share handles with BGRA surfaces, because
1955 // chrome needs BGRA. Once chrome fixes this, we should always support them.
1956 // PIX doesn't seem to support using share handles, so disable them.
1957 return getRendererExtensions().textureFormatBGRA8888 && !gl::perfActive();
1960 bool Renderer11::getPostSubBufferSupport() const
1962 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
1966 int Renderer11::getMaxRecommendedElementsIndices() const
1968 META_ASSERT(D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
1969 META_ASSERT(D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP == 32);
1971 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
1972 return std::numeric_limits<GLint>::max();
1975 int Renderer11::getMaxRecommendedElementsVertices() const
1977 META_ASSERT(D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
1978 META_ASSERT(D3D10_REQ_DRAW_VERTEX_COUNT_2_TO_EXP == 32);
1980 // D3D11 allows up to 2^32 elements, but we report max signed int for convenience.
1981 return std::numeric_limits<GLint>::max();
1984 int Renderer11::getMajorShaderModel() const
1986 switch (mFeatureLevel)
1988 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1989 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
1990 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1991 default: UNREACHABLE(); return 0;
1995 int Renderer11::getMinorShaderModel() const
1997 switch (mFeatureLevel)
1999 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2000 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2001 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2002 default: UNREACHABLE(); return 0;
2006 int Renderer11::getMinSwapInterval() const
2011 int Renderer11::getMaxSwapInterval() const
2016 bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
2020 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2021 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2023 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
2025 dest11->invalidateSwizzleCache();
2033 bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
2037 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2038 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
2040 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
2042 dest11->invalidateSwizzleCache();
2050 bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2054 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2055 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2057 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
2059 dest11->invalidateSwizzleCache();
2067 bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2071 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2072 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2074 mDeviceContext->CopyResource(dest11->getResource(), source11->getResource());
2076 dest11->invalidateSwizzleCache();
2084 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2085 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
2087 gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
2090 ERR("Failed to retrieve the color buffer from the frame buffer.");
2091 return gl::error(GL_OUT_OF_MEMORY, false);
2094 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2095 if (!sourceRenderTarget)
2097 ERR("Failed to retrieve the render target from the frame buffer.");
2098 return gl::error(GL_OUT_OF_MEMORY, false);
2101 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2104 ERR("Failed to retrieve the render target view from the render target.");
2105 return gl::error(GL_OUT_OF_MEMORY, false);
2108 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2111 ERR("Failed to retrieve the texture storage from the destination.");
2112 return gl::error(GL_OUT_OF_MEMORY, false);
2115 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2116 if (!destRenderTarget)
2118 ERR("Failed to retrieve the render target from the destination storage.");
2119 return gl::error(GL_OUT_OF_MEMORY, false);
2122 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2125 ERR("Failed to retrieve the render target view from the destination render target.");
2126 return gl::error(GL_OUT_OF_MEMORY, false);
2129 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2130 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
2132 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2133 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
2135 // Use nearest filtering because source and destination are the same size for the direct
2137 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
2138 destFormat, GL_NEAREST);
2140 storage11->invalidateSwizzleCacheLevel(level);
2145 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2146 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
2148 gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
2151 ERR("Failed to retrieve the color buffer from the frame buffer.");
2152 return gl::error(GL_OUT_OF_MEMORY, false);
2155 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2156 if (!sourceRenderTarget)
2158 ERR("Failed to retrieve the render target from the frame buffer.");
2159 return gl::error(GL_OUT_OF_MEMORY, false);
2162 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2165 ERR("Failed to retrieve the render target view from the render target.");
2166 return gl::error(GL_OUT_OF_MEMORY, false);
2169 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2172 ERR("Failed to retrieve the texture storage from the destination.");
2173 return gl::error(GL_OUT_OF_MEMORY, false);
2176 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
2177 if (!destRenderTarget)
2179 ERR("Failed to retrieve the render target from the destination storage.");
2180 return gl::error(GL_OUT_OF_MEMORY, false);
2183 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2186 ERR("Failed to retrieve the render target view from the destination render target.");
2187 return gl::error(GL_OUT_OF_MEMORY, false);
2190 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2191 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
2193 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2194 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
2196 // Use nearest filtering because source and destination are the same size for the direct
2198 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
2199 destFormat, GL_NEAREST);
2201 storage11->invalidateSwizzleCacheLevel(level);
2206 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2207 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2209 gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
2212 ERR("Failed to retrieve the color buffer from the frame buffer.");
2213 return gl::error(GL_OUT_OF_MEMORY, false);
2216 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2217 if (!sourceRenderTarget)
2219 ERR("Failed to retrieve the render target from the frame buffer.");
2220 return gl::error(GL_OUT_OF_MEMORY, false);
2223 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2226 ERR("Failed to retrieve the render target view from the render target.");
2227 return gl::error(GL_OUT_OF_MEMORY, false);
2230 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2233 ERR("Failed to retrieve the texture storage from the destination.");
2234 return gl::error(GL_OUT_OF_MEMORY, false);
2237 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2238 if (!destRenderTarget)
2240 ERR("Failed to retrieve the render target from the destination storage.");
2241 return gl::error(GL_OUT_OF_MEMORY, false);
2244 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2247 ERR("Failed to retrieve the render target view from the destination render target.");
2248 return gl::error(GL_OUT_OF_MEMORY, false);
2251 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2252 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
2254 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2255 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
2257 // Use nearest filtering because source and destination are the same size for the direct
2259 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
2260 destFormat, GL_NEAREST);
2262 storage11->invalidateSwizzleCacheLevel(level);
2267 bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2268 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2270 gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
2273 ERR("Failed to retrieve the color buffer from the frame buffer.");
2274 return gl::error(GL_OUT_OF_MEMORY, false);
2277 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2278 if (!sourceRenderTarget)
2280 ERR("Failed to retrieve the render target from the frame buffer.");
2281 return gl::error(GL_OUT_OF_MEMORY, false);
2284 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2287 ERR("Failed to retrieve the render target view from the render target.");
2288 return gl::error(GL_OUT_OF_MEMORY, false);
2291 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2294 SafeRelease(source);
2295 ERR("Failed to retrieve the texture storage from the destination.");
2296 return gl::error(GL_OUT_OF_MEMORY, false);
2299 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2300 if (!destRenderTarget)
2302 SafeRelease(source);
2303 ERR("Failed to retrieve the render target from the destination storage.");
2304 return gl::error(GL_OUT_OF_MEMORY, false);
2307 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2310 ERR("Failed to retrieve the render target view from the destination render target.");
2311 return gl::error(GL_OUT_OF_MEMORY, false);
2314 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2315 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
2317 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2318 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
2320 // Use nearest filtering because source and destination are the same size for the direct
2322 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
2323 destFormat, GL_NEAREST);
2325 storage11->invalidateSwizzleCacheLevel(level);
2330 void Renderer11::unapplyRenderTargets()
2332 setOneTimeRenderTarget(NULL);
2335 void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2337 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2339 rtvArray[0] = renderTargetView;
2341 mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL);
2343 // Do not preserve the serial for this one-time-use render target
2344 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2346 mAppliedRenderTargetSerials[rtIndex] = 0;
2350 RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2352 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2353 RenderTarget11 *renderTarget = NULL;
2357 // Note: depth stencil may be NULL for 0 sized surfaces
2358 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2359 swapChain11->getDepthStencilTexture(),
2360 swapChain11->getDepthStencilShaderResource(),
2361 swapChain11->getWidth(), swapChain11->getHeight(), 1);
2365 // Note: render target may be NULL for 0 sized surfaces
2366 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2367 swapChain11->getOffscreenTexture(),
2368 swapChain11->getRenderTargetShaderResource(),
2369 swapChain11->getWidth(), swapChain11->getHeight(), 1);
2371 return renderTarget;
2374 RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
2376 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
2377 return renderTarget;
2380 ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
2381 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2382 bool separatedOutputBuffers)
2384 ShaderExecutable11 *executable = NULL;
2389 case rx::SHADER_VERTEX:
2391 ID3D11VertexShader *vertexShader = NULL;
2392 ID3D11GeometryShader *streamOutShader = NULL;
2394 result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
2395 ASSERT(SUCCEEDED(result));
2397 if (transformFeedbackVaryings.size() > 0)
2399 std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
2400 for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
2402 const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
2403 GLenum transposedType = gl::TransposeMatrixType(varying.type);
2405 for (size_t j = 0; j < varying.semanticIndexCount; j++)
2407 D3D11_SO_DECLARATION_ENTRY entry = { 0 };
2409 entry.SemanticName = varying.semanticName.c_str();
2410 entry.SemanticIndex = varying.semanticIndex + j;
2411 entry.StartComponent = 0;
2412 entry.ComponentCount = gl::VariableColumnCount(transposedType);
2413 entry.OutputSlot = (separatedOutputBuffers ? i : 0);
2414 soDeclaration.push_back(entry);
2418 result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
2419 NULL, 0, 0, NULL, &streamOutShader);
2420 ASSERT(SUCCEEDED(result));
2425 executable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
2429 case rx::SHADER_PIXEL:
2431 ID3D11PixelShader *pixelShader = NULL;
2433 result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
2434 ASSERT(SUCCEEDED(result));
2438 executable = new ShaderExecutable11(function, length, pixelShader);
2442 case rx::SHADER_GEOMETRY:
2444 ID3D11GeometryShader *geometryShader = NULL;
2446 result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
2447 ASSERT(SUCCEEDED(result));
2451 executable = new ShaderExecutable11(function, length, geometryShader);
2463 ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
2464 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
2465 bool separatedOutputBuffers, D3DWorkaroundType workaround)
2467 const char *profileType = NULL;
2470 case rx::SHADER_VERTEX:
2473 case rx::SHADER_PIXEL:
2476 case rx::SHADER_GEOMETRY:
2484 const char *profileVersion = NULL;
2485 switch (mFeatureLevel)
2487 case D3D_FEATURE_LEVEL_11_0:
2488 profileVersion = "5_0";
2490 case D3D_FEATURE_LEVEL_10_1:
2491 profileVersion = "4_1";
2493 case D3D_FEATURE_LEVEL_10_0:
2494 profileVersion = "4_0";
2502 snprintf(profile, ArraySize(profile), "%s_%s", profileType, profileVersion);
2504 UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL0;
2506 if (gl::perfActive())
2509 flags = D3DCOMPILE_SKIP_OPTIMIZATION;
2512 flags |= D3DCOMPILE_DEBUG;
2514 std::string sourcePath = getTempPath();
2515 std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL);
2516 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
2519 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
2520 // Try the default flags first and if compilation fails, try some alternatives.
2521 const UINT extraFlags[] =
2524 flags | D3DCOMPILE_SKIP_VALIDATION,
2525 flags | D3DCOMPILE_SKIP_OPTIMIZATION
2528 const static char *extraFlagNames[] =
2535 int attempts = ArraySize(extraFlags);
2537 ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts);
2543 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type,
2544 transformFeedbackVaryings, separatedOutputBuffers);
2545 SafeRelease(binary);
2550 rx::UniformStorage *Renderer11::createUniformStorage(size_t storageSize)
2552 return new UniformStorage11(this, storageSize);
2555 VertexBuffer *Renderer11::createVertexBuffer()
2557 return new VertexBuffer11(this);
2560 IndexBuffer *Renderer11::createIndexBuffer()
2562 return new IndexBuffer11(this);
2565 BufferImpl *Renderer11::createBuffer()
2567 return new Buffer11(this);
2570 VertexArrayImpl *Renderer11::createVertexArray()
2572 return new VertexArray11(this);
2575 QueryImpl *Renderer11::createQuery(GLenum type)
2577 return new Query11(this, type);
2580 FenceImpl *Renderer11::createFence()
2582 return new Fence11(this);
2585 bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
2587 ASSERT(getRendererExtensions().pixelBufferObject);
2589 const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
2590 const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat);
2591 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat);
2593 // sRGB formats do not work with D3D11 buffer SRVs
2594 if (internalFormatInfo.colorEncoding == GL_SRGB)
2599 // We cannot support direct copies to non-color-renderable formats
2600 if (d3d11FormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
2605 // We skip all 3-channel formats since sometimes format support is missing
2606 if (internalFormatInfo.componentCount == 3)
2611 // We don't support formats which we can't represent without conversion
2612 if (dxgiFormatInfo.internalFormat != internalFormat)
2620 bool Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
2621 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
2623 ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
2624 return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
2627 bool Renderer11::getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2629 ASSERT(colorbuffer != NULL);
2631 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2634 *subresourceIndex = renderTarget->getSubresourceIndex();
2636 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2639 ID3D11Resource *textureResource = NULL;
2640 colorBufferRTV->GetResource(&textureResource);
2642 if (textureResource)
2644 HRESULT result = textureResource->QueryInterface(__uuidof(ID3D11Texture2D), (void**)resource);
2645 SafeRelease(textureResource);
2647 if (SUCCEEDED(result))
2653 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2654 "HRESULT: 0x%X.", result);
2663 bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
2664 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
2666 if (blitRenderTarget)
2668 gl::FramebufferAttachment *readBuffer = readTarget->getReadColorbuffer();
2672 ERR("Failed to retrieve the read buffer from the read framebuffer.");
2673 return gl::error(GL_OUT_OF_MEMORY, false);
2676 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
2678 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
2680 if (drawTarget->isEnabledColorAttachment(colorAttachment))
2682 gl::FramebufferAttachment *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
2686 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
2687 return gl::error(GL_OUT_OF_MEMORY, false);
2690 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
2692 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
2693 blitRenderTarget, false, false))
2701 if (blitDepth || blitStencil)
2703 gl::FramebufferAttachment *readBuffer = readTarget->getDepthOrStencilbuffer();
2704 gl::FramebufferAttachment *drawBuffer = drawTarget->getDepthOrStencilbuffer();
2708 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
2709 return gl::error(GL_OUT_OF_MEMORY, false);
2714 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
2715 return gl::error(GL_OUT_OF_MEMORY, false);
2718 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
2719 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
2721 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
2722 false, blitDepth, blitStencil))
2728 invalidateFramebufferSwizzles(drawTarget);
2733 void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
2734 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels)
2736 ID3D11Texture2D *colorBufferTexture = NULL;
2737 unsigned int subresourceIndex = 0;
2739 gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
2741 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
2747 area.height = height;
2749 if (pack.pixelBuffer.get() != NULL)
2751 rx::Buffer11 *packBufferStorage = Buffer11::makeBuffer11(pack.pixelBuffer.get()->getImplementation());
2752 PackPixelsParams packParams(area, format, type, outputPitch, pack, reinterpret_cast<ptrdiff_t>(pixels));
2753 packBufferStorage->packPixels(colorBufferTexture, subresourceIndex, packParams);
2757 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, pack, pixels);
2760 SafeRelease(colorBufferTexture);
2764 Image *Renderer11::createImage()
2766 return new Image11();
2769 void Renderer11::generateMipmap(Image *dest, Image *src)
2771 Image11 *dest11 = Image11::makeImage11(dest);
2772 Image11 *src11 = Image11::makeImage11(src);
2773 Image11::generateMipmap(dest11, src11);
2776 TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2778 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2779 return new TextureStorage11_2D(this, swapChain11);
2782 TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels)
2784 return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels);
2787 TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels)
2789 return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels);
2792 TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
2794 return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
2797 TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
2799 return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
2802 Texture2DImpl *Renderer11::createTexture2D()
2804 return new TextureD3D_2D(this);
2807 TextureCubeImpl *Renderer11::createTextureCube()
2809 return new TextureD3D_Cube(this);
2812 Texture3DImpl *Renderer11::createTexture3D()
2814 return new TextureD3D_3D(this);
2817 Texture2DArrayImpl *Renderer11::createTexture2DArray()
2819 return new TextureD3D_2DArray(this);
2822 void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
2823 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
2825 ASSERT(area.width >= 0);
2826 ASSERT(area.height >= 0);
2828 D3D11_TEXTURE2D_DESC textureDesc;
2829 texture->GetDesc(&textureDesc);
2831 // Clamp read region to the defined texture boundaries, preventing out of bounds reads
2832 // and reads of uninitialized data.
2833 gl::Rectangle safeArea;
2834 safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
2835 safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
2836 safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
2837 static_cast<int>(textureDesc.Width) - safeArea.x);
2838 safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
2839 static_cast<int>(textureDesc.Height) - safeArea.y);
2841 ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
2842 ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
2843 ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
2845 if (safeArea.width == 0 || safeArea.height == 0)
2851 D3D11_TEXTURE2D_DESC stagingDesc;
2852 stagingDesc.Width = safeArea.width;
2853 stagingDesc.Height = safeArea.height;
2854 stagingDesc.MipLevels = 1;
2855 stagingDesc.ArraySize = 1;
2856 stagingDesc.Format = textureDesc.Format;
2857 stagingDesc.SampleDesc.Count = 1;
2858 stagingDesc.SampleDesc.Quality = 0;
2859 stagingDesc.Usage = D3D11_USAGE_STAGING;
2860 stagingDesc.BindFlags = 0;
2861 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2862 stagingDesc.MiscFlags = 0;
2864 ID3D11Texture2D* stagingTex = NULL;
2865 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2868 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2872 ID3D11Texture2D* srcTex = NULL;
2873 if (textureDesc.SampleDesc.Count > 1)
2875 D3D11_TEXTURE2D_DESC resolveDesc;
2876 resolveDesc.Width = textureDesc.Width;
2877 resolveDesc.Height = textureDesc.Height;
2878 resolveDesc.MipLevels = 1;
2879 resolveDesc.ArraySize = 1;
2880 resolveDesc.Format = textureDesc.Format;
2881 resolveDesc.SampleDesc.Count = 1;
2882 resolveDesc.SampleDesc.Quality = 0;
2883 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2884 resolveDesc.BindFlags = 0;
2885 resolveDesc.CPUAccessFlags = 0;
2886 resolveDesc.MiscFlags = 0;
2888 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2891 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2892 SafeRelease(stagingTex);
2896 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2906 srcBox.left = static_cast<UINT>(safeArea.x);
2907 srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
2908 srcBox.top = static_cast<UINT>(safeArea.y);
2909 srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
2913 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2915 SafeRelease(srcTex);
2917 PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
2918 packPixels(stagingTex, packParams, pixels);
2920 SafeRelease(stagingTex);
2923 void Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, void *pixelsOut)
2925 D3D11_TEXTURE2D_DESC textureDesc;
2926 readTexture->GetDesc(&textureDesc);
2928 D3D11_MAPPED_SUBRESOURCE mapping;
2929 HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
2930 UNUSED_ASSERTION_VARIABLE(hr);
2931 ASSERT(SUCCEEDED(hr));
2933 unsigned char *source;
2935 if (params.pack.reverseRowOrder)
2937 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
2938 inputPitch = -static_cast<int>(mapping.RowPitch);
2942 source = static_cast<unsigned char*>(mapping.pData);
2943 inputPitch = static_cast<int>(mapping.RowPitch);
2946 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
2947 const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
2948 if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type)
2950 unsigned char *dest = static_cast<unsigned char*>(pixelsOut) + params.offset;
2951 for (int y = 0; y < params.area.height; y++)
2953 memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes);
2958 const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
2959 ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type);
2961 const gl::FormatType &destFormatTypeInfo = gl::GetFormatTypeInfo(params.format, params.type);
2962 const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(destFormatTypeInfo.internalFormat);
2966 // Fast copy is possible through some special function
2967 for (int y = 0; y < params.area.height; y++)
2969 for (int x = 0; x < params.area.width; x++)
2971 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
2972 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourceFormatInfo.pixelBytes;
2974 fastCopyFunc(src, dest);
2980 unsigned char temp[16]; // Maximum size of any Color<T> type used.
2981 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
2982 sizeof(temp) >= sizeof(gl::ColorUI) &&
2983 sizeof(temp) >= sizeof(gl::ColorI));
2985 for (int y = 0; y < params.area.height; y++)
2987 for (int x = 0; x < params.area.width; x++)
2989 void *dest = static_cast<unsigned char*>(pixelsOut) + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
2990 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourceFormatInfo.pixelBytes;
2992 // readFunc and writeFunc will be using the same type of color, CopyTexImage
2993 // will not allow the copy otherwise.
2994 sourceDXGIFormatInfo.colorReadFunction(src, temp);
2995 destFormatTypeInfo.colorWriteFunction(temp, dest);
3001 mDeviceContext->Unmap(readTexture, 0);
3004 bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3005 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3006 bool colorBlit, bool depthBlit, bool stencilBlit)
3008 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3009 // it should never be the case that both color and depth/stencil need to be blitted at
3010 // at the same time.
3011 ASSERT(colorBlit != (depthBlit || stencilBlit));
3015 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3016 if (!drawRenderTarget)
3018 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3019 return gl::error(GL_OUT_OF_MEMORY, false);
3022 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3023 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3024 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3025 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3027 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3028 if (!readRenderTarget)
3030 ERR("Failed to retrieve the read render target from the read framebuffer.");
3031 return gl::error(GL_OUT_OF_MEMORY, false);
3034 ID3D11Resource *readTexture = NULL;
3035 ID3D11ShaderResourceView *readSRV = NULL;
3036 unsigned int readSubresource = 0;
3037 if (readRenderTarget->getSamples() > 0)
3039 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3040 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3042 if (unresolvedTexture)
3044 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3045 readSubresource = 0;
3047 SafeRelease(unresolvedTexture);
3049 HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3050 if (FAILED(hresult))
3052 SafeRelease(readTexture);
3053 return gl::error(GL_OUT_OF_MEMORY, false);
3059 readTexture = readRenderTarget11->getTexture();
3060 readTexture->AddRef();
3061 readSubresource = readRenderTarget11->getSubresourceIndex();
3062 readSRV = readRenderTarget11->getShaderResourceView();
3066 if (!readTexture || !readSRV)
3068 SafeRelease(readTexture);
3069 SafeRelease(readSRV);
3070 ERR("Failed to retrieve the read render target view from the read render target.");
3071 return gl::error(GL_OUT_OF_MEMORY, false);
3074 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3075 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3077 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3079 bool wholeBufferCopy = !scissorNeeded &&
3080 readRect.x == 0 && readRect.width == readSize.width &&
3081 readRect.y == 0 && readRect.height == readSize.height &&
3082 drawRect.x == 0 && drawRect.width == drawSize.width &&
3083 drawRect.y == 0 && drawRect.height == drawSize.height;
3085 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
3087 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
3089 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3090 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3091 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3092 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3094 const gl::InternalFormat &actualFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getActualFormat());
3095 bool partialDSBlit = (actualFormatInfo.depthBits > 0 && depthBlit) != (actualFormatInfo.stencilBits > 0 && stencilBlit);
3097 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
3098 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3099 (!(depthBlit || stencilBlit) || wholeBufferCopy))
3101 UINT dstX = drawRect.x;
3102 UINT dstY = drawRect.y;
3105 readBox.left = readRect.x;
3106 readBox.right = readRect.x + readRect.width;
3107 readBox.top = readRect.y;
3108 readBox.bottom = readRect.y + readRect.height;
3114 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3115 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3117 if (drawRect.x < scissor->x)
3120 readBox.left += (scissor->x - drawRect.x);
3122 if (drawRect.y < scissor->y)
3125 readBox.top += (scissor->y - drawRect.y);
3127 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3129 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3131 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3133 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3137 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3138 // We also require complete framebuffer copies for depth-stencil blit.
3139 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3141 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
3142 readTexture, readSubresource, pSrcBox);
3147 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
3148 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
3150 if (depthBlit && stencilBlit)
3152 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
3153 drawTexture, drawSubresource, drawArea, drawSize,
3158 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3161 else if (stencilBlit)
3163 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
3164 drawTexture, drawSubresource, drawArea, drawSize,
3169 GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format;
3170 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3171 scissor, format, filter);
3175 SafeRelease(readTexture);
3176 SafeRelease(readSRV);
3181 ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3183 D3D11_TEXTURE2D_DESC textureDesc;
3184 source->GetDesc(&textureDesc);
3186 if (textureDesc.SampleDesc.Count > 1)
3188 D3D11_TEXTURE2D_DESC resolveDesc;
3189 resolveDesc.Width = textureDesc.Width;
3190 resolveDesc.Height = textureDesc.Height;
3191 resolveDesc.MipLevels = 1;
3192 resolveDesc.ArraySize = 1;
3193 resolveDesc.Format = textureDesc.Format;
3194 resolveDesc.SampleDesc.Count = 1;
3195 resolveDesc.SampleDesc.Quality = 0;
3196 resolveDesc.Usage = textureDesc.Usage;
3197 resolveDesc.BindFlags = textureDesc.BindFlags;
3198 resolveDesc.CPUAccessFlags = 0;
3199 resolveDesc.MiscFlags = 0;
3201 ID3D11Texture2D *resolveTexture = NULL;
3202 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3205 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3209 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3210 return resolveTexture;
3219 void Renderer11::invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel)
3221 ASSERT(attachment->isTexture());
3222 TextureStorage *texStorage = attachment->getTextureStorage();
3225 TextureStorage11 *texStorage11 = TextureStorage11::makeTextureStorage11(texStorage);
3228 ERR("texture storage pointer unexpectedly null.");
3232 texStorage11->invalidateSwizzleCacheLevel(mipLevel);
3236 void Renderer11::invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer)
3238 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
3240 gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(colorAttachment);
3241 if (attachment && attachment->isTexture())
3243 invalidateFBOAttachmentSwizzles(attachment, attachment->mipLevel());
3247 gl::FramebufferAttachment *depthAttachment = framebuffer->getDepthbuffer();
3248 if (depthAttachment && depthAttachment->isTexture())
3250 invalidateFBOAttachmentSwizzles(depthAttachment, depthAttachment->mipLevel());
3253 gl::FramebufferAttachment *stencilAttachment = framebuffer->getStencilbuffer();
3254 if (stencilAttachment && stencilAttachment->isTexture())
3256 invalidateFBOAttachmentSwizzles(stencilAttachment, stencilAttachment->mipLevel());
3260 bool Renderer11::getLUID(LUID *adapterLuid) const
3262 adapterLuid->HighPart = 0;
3263 adapterLuid->LowPart = 0;
3270 DXGI_ADAPTER_DESC adapterDesc;
3271 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3276 *adapterLuid = adapterDesc.AdapterLuid;
3280 rx::VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
3282 return d3d11::GetVertexFormatInfo(vertexFormat).conversionType;
3285 GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
3287 return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat).nativeFormat).componentType;
3290 void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
3292 d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);