| #include "precompiled.h" |
| // |
| // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/Buffer.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/RenderBuffer.h" |
| #include "libGLESv2/renderer/Renderer11.h" |
| #include "libGLESv2/renderer/RenderTarget11.h" |
| #include "libGLESv2/renderer/renderer11_utils.h" |
| #include "libGLESv2/renderer/ShaderExecutable11.h" |
| #include "libGLESv2/renderer/SwapChain11.h" |
| #include "libGLESv2/renderer/Image11.h" |
| #include "libGLESv2/renderer/VertexBuffer11.h" |
| #include "libGLESv2/renderer/IndexBuffer11.h" |
| #include "libGLESv2/renderer/BufferStorage11.h" |
| #include "libGLESv2/renderer/VertexDataManager.h" |
| #include "libGLESv2/renderer/IndexDataManager.h" |
| #include "libGLESv2/renderer/TextureStorage11.h" |
| #include "libGLESv2/renderer/Query11.h" |
| #include "libGLESv2/renderer/Fence11.h" |
| |
| #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h" |
| |
| #include "libGLESv2/renderer/shaders/compiled/clear11vs.h" |
| #include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h" |
| |
| #include "libEGL/Display.h" |
| |
| #ifdef _DEBUG |
| // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples |
| // and conformance tests. to enable all warnings, remove this define. |
| #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 |
| #endif |
| |
| namespace rx |
| { |
| static const DXGI_FORMAT RenderTargetFormats[] = |
| { |
| DXGI_FORMAT_B8G8R8A8_UNORM, |
| DXGI_FORMAT_R8G8B8A8_UNORM |
| }; |
| |
| static const DXGI_FORMAT DepthStencilFormats[] = |
| { |
| DXGI_FORMAT_UNKNOWN, |
| DXGI_FORMAT_D24_UNORM_S8_UINT, |
| DXGI_FORMAT_D16_UNORM |
| }; |
| |
| enum |
| { |
| MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 |
| }; |
| |
| Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc) |
| { |
| mVertexDataManager = NULL; |
| mIndexDataManager = NULL; |
| |
| mLineLoopIB = NULL; |
| mTriangleFanIB = NULL; |
| |
| mCopyResourcesInitialized = false; |
| mCopyVB = NULL; |
| mCopySampler = NULL; |
| mCopyIL = NULL; |
| mCopyVS = NULL; |
| mCopyRGBAPS = NULL; |
| mCopyRGBPS = NULL; |
| mCopyLumPS = NULL; |
| mCopyLumAlphaPS = NULL; |
| |
| mClearResourcesInitialized = false; |
| mClearVB = NULL; |
| mClearIL = NULL; |
| mClearVS = NULL; |
| mClearSinglePS = NULL; |
| mClearMultiplePS = NULL; |
| mClearScissorRS = NULL; |
| mClearNoScissorRS = NULL; |
| |
| mSyncQuery = NULL; |
| |
| mD3d11Module = NULL; |
| mDxgiModule = NULL; |
| |
| mDeviceLost = false; |
| |
| mMaxSupportedSamples = 0; |
| |
| mDevice = NULL; |
| mDeviceContext = NULL; |
| mDxgiAdapter = NULL; |
| mDxgiFactory = NULL; |
| |
| mDriverConstantBufferVS = NULL; |
| mDriverConstantBufferPS = NULL; |
| |
| mBGRATextureSupport = false; |
| |
| mIsGeometryShaderActive = false; |
| } |
| |
| Renderer11::~Renderer11() |
| { |
| release(); |
| } |
| |
| Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer)); |
| return static_cast<rx::Renderer11*>(renderer); |
| } |
| |
| #ifndef __d3d11_1_h__ |
| #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) |
| #endif |
| |
| EGLint Renderer11::initialize() |
| { |
| if (!initializeCompiler()) |
| { |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); |
| mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); |
| |
| if (mD3d11Module == NULL || mDxgiModule == NULL) |
| { |
| ERR("Could not load D3D11 or DXGI library - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| // create the D3D11 device |
| ASSERT(mDevice == NULL); |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); |
| |
| if (D3D11CreateDevice == NULL) |
| { |
| ERR("Could not retrieve D3D11CreateDevice address - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| D3D_FEATURE_LEVEL featureLevels[] = |
| { |
| D3D_FEATURE_LEVEL_11_0, |
| D3D_FEATURE_LEVEL_10_1, |
| D3D_FEATURE_LEVEL_10_0, |
| }; |
| |
| HRESULT result = S_OK; |
| |
| #ifdef _DEBUG |
| result = D3D11CreateDevice(NULL, |
| D3D_DRIVER_TYPE_HARDWARE, |
| NULL, |
| D3D11_CREATE_DEVICE_DEBUG, |
| featureLevels, |
| ArraySize(featureLevels), |
| D3D11_SDK_VERSION, |
| &mDevice, |
| &mFeatureLevel, |
| &mDeviceContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); |
| } |
| |
| if (!mDevice || FAILED(result)) |
| #endif |
| { |
| result = D3D11CreateDevice(NULL, |
| D3D_DRIVER_TYPE_HARDWARE, |
| NULL, |
| 0, |
| featureLevels, |
| ArraySize(featureLevels), |
| D3D11_SDK_VERSION, |
| &mDevice, |
| &mFeatureLevel, |
| &mDeviceContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| ERR("Could not create D3D11 device - aborting!\n"); |
| return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer |
| } |
| } |
| |
| IDXGIDevice *dxgiDevice = NULL; |
| result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); |
| |
| if (FAILED(result)) |
| { |
| ERR("Could not query DXGI device - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); |
| |
| if (FAILED(result)) |
| { |
| ERR("Could not retrieve DXGI adapter - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| dxgiDevice->Release(); |
| |
| mDxgiAdapter->GetDesc(&mAdapterDescription); |
| memset(mDescription, 0, sizeof(mDescription)); |
| wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); |
| |
| result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); |
| |
| if (!mDxgiFactory || FAILED(result)) |
| { |
| ERR("Could not create DXGI factory - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log |
| #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) |
| ID3D11InfoQueue *infoQueue; |
| result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue); |
| |
| if (SUCCEEDED(result)) |
| { |
| D3D11_MESSAGE_ID hideMessages[] = |
| { |
| D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD, |
| D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD, |
| D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET |
| }; |
| |
| D3D11_INFO_QUEUE_FILTER filter = {0}; |
| filter.DenyList.NumIDs = ArraySize(hideMessages); |
| filter.DenyList.pIDList = hideMessages; |
| |
| infoQueue->AddStorageFilterEntries(&filter); |
| |
| infoQueue->Release(); |
| } |
| #endif |
| |
| unsigned int maxSupportedSamples = 0; |
| unsigned int rtFormatCount = ArraySize(RenderTargetFormats); |
| unsigned int dsFormatCount = ArraySize(DepthStencilFormats); |
| for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i) |
| { |
| DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount]; |
| if (format != DXGI_FORMAT_UNKNOWN) |
| { |
| UINT formatSupport; |
| result = mDevice->CheckFormatSupport(format, &formatSupport); |
| if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) |
| { |
| MultisampleSupportInfo supportInfo; |
| |
| for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++) |
| { |
| result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]); |
| if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0) |
| { |
| maxSupportedSamples = std::max(j, maxSupportedSamples); |
| } |
| else |
| { |
| supportInfo.qualityLevels[j - 1] = 0; |
| } |
| } |
| |
| mMultisampleSupportMap.insert(std::make_pair(format, supportInfo)); |
| } |
| } |
| } |
| mMaxSupportedSamples = maxSupportedSamples; |
| |
| initializeDevice(); |
| |
| // BGRA texture support is optional in feature levels 10 and 10_1 |
| UINT formatSupport; |
| result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport); |
| if (FAILED(result)) |
| { |
| ERR("Error checking BGRA format support: 0x%08X", result); |
| } |
| else |
| { |
| const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET); |
| mBGRATextureSupport = (formatSupport & flags) == flags; |
| } |
| |
| // Check floating point texture support |
| static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; |
| static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET; |
| static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; |
| |
| DXGI_FORMAT float16Formats[] = |
| { |
| DXGI_FORMAT_R16_FLOAT, |
| DXGI_FORMAT_R16G16_FLOAT, |
| DXGI_FORMAT_R16G16B16A16_FLOAT, |
| }; |
| |
| DXGI_FORMAT float32Formats[] = |
| { |
| DXGI_FORMAT_R32_FLOAT, |
| DXGI_FORMAT_R32G32_FLOAT, |
| DXGI_FORMAT_R32G32B32_FLOAT, |
| DXGI_FORMAT_R32G32B32A32_FLOAT, |
| }; |
| |
| mFloat16TextureSupport = true; |
| mFloat16FilterSupport = true; |
| mFloat16RenderSupport = true; |
| for (unsigned int i = 0; i < ArraySize(float16Formats); i++) |
| { |
| if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport))) |
| { |
| mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; |
| mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; |
| mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; |
| } |
| else |
| { |
| mFloat16TextureSupport = false; |
| mFloat16RenderSupport = false; |
| mFloat16FilterSupport = false; |
| } |
| } |
| |
| mFloat32TextureSupport = true; |
| mFloat32FilterSupport = true; |
| mFloat32RenderSupport = true; |
| for (unsigned int i = 0; i < ArraySize(float32Formats); i++) |
| { |
| if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport))) |
| { |
| mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; |
| mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; |
| mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; |
| } |
| else |
| { |
| mFloat32TextureSupport = false; |
| mFloat32FilterSupport = false; |
| mFloat32RenderSupport = false; |
| } |
| } |
| |
| // Check compressed texture support |
| const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D; |
| |
| if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport))) |
| { |
| mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; |
| } |
| else |
| { |
| mDXT1TextureSupport = false; |
| } |
| |
| if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport))) |
| { |
| mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; |
| } |
| else |
| { |
| mDXT3TextureSupport = false; |
| } |
| |
| if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport))) |
| { |
| mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; |
| } |
| else |
| { |
| mDXT5TextureSupport = false; |
| } |
| |
| // Check depth texture support |
| DXGI_FORMAT depthTextureFormats[] = |
| { |
| DXGI_FORMAT_D16_UNORM, |
| DXGI_FORMAT_D24_UNORM_S8_UINT, |
| }; |
| |
| static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL | |
| D3D11_FORMAT_SUPPORT_TEXTURE2D; |
| |
| mDepthTextureSupport = true; |
| for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++) |
| { |
| if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport))) |
| { |
| mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags); |
| } |
| else |
| { |
| mDepthTextureSupport = false; |
| } |
| } |
| |
| return EGL_SUCCESS; |
| } |
| |
| // do any one-time device initialization |
| // NOTE: this is also needed after a device lost/reset |
| // to reset the scene status and ensure the default states are reset. |
| void Renderer11::initializeDevice() |
| { |
| mStateCache.initialize(mDevice); |
| mInputLayoutCache.initialize(mDevice, mDeviceContext); |
| |
| ASSERT(!mVertexDataManager && !mIndexDataManager); |
| mVertexDataManager = new VertexDataManager(this); |
| mIndexDataManager = new IndexDataManager(this); |
| |
| markAllStateDirty(); |
| } |
| |
| int Renderer11::generateConfigs(ConfigDesc **configDescList) |
| { |
| unsigned int numRenderFormats = ArraySize(RenderTargetFormats); |
| unsigned int numDepthFormats = ArraySize(DepthStencilFormats); |
| (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; |
| int numConfigs = 0; |
| |
| for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) |
| { |
| for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) |
| { |
| DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; |
| |
| UINT formatSupport = 0; |
| HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); |
| |
| if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) |
| { |
| DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; |
| |
| bool depthStencilFormatOK = true; |
| |
| if (depthStencilFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| UINT formatSupport = 0; |
| result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); |
| depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); |
| } |
| |
| if (depthStencilFormatOK) |
| { |
| ConfigDesc newConfig; |
| newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); |
| newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); |
| newConfig.multiSample = 0; // FIXME: enumerate multi-sampling |
| newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast |
| |
| (*configDescList)[numConfigs++] = newConfig; |
| } |
| } |
| } |
| } |
| |
| return numConfigs; |
| } |
| |
| void Renderer11::deleteConfigs(ConfigDesc *configDescList) |
| { |
| delete [] (configDescList); |
| } |
| |
| void Renderer11::sync(bool block) |
| { |
| if (block) |
| { |
| HRESULT result; |
| |
| if (!mSyncQuery) |
| { |
| D3D11_QUERY_DESC queryDesc; |
| queryDesc.Query = D3D11_QUERY_EVENT; |
| queryDesc.MiscFlags = 0; |
| |
| result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); |
| ASSERT(SUCCEEDED(result)); |
| } |
| |
| mDeviceContext->End(mSyncQuery); |
| mDeviceContext->Flush(); |
| |
| do |
| { |
| result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); |
| |
| // Keep polling, but allow other threads to do something useful first |
| Sleep(0); |
| |
| if (testDeviceLost(true)) |
| { |
| return; |
| } |
| } |
| while (result == S_FALSE); |
| } |
| else |
| { |
| mDeviceContext->Flush(); |
| } |
| } |
| |
| SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) |
| { |
| return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); |
| } |
| |
| void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) |
| { |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ERR("Pixel shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); |
| |
| if (!dxSamplerState) |
| { |
| ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" |
| "sampler state for pixel shaders at slot %i.", index); |
| } |
| |
| mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurPixelSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetPixelSamplerStates[index] = false; |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) |
| { |
| ERR("Vertex shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); |
| |
| if (!dxSamplerState) |
| { |
| ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" |
| "sampler state for vertex shaders at slot %i.", index); |
| } |
| |
| mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurVertexSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetVertexSamplerStates[index] = false; |
| } |
| else UNREACHABLE(); |
| } |
| |
| void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) |
| { |
| ID3D11ShaderResourceView *textureSRV = NULL; |
| unsigned int serial = 0; |
| bool forceSetTexture = false; |
| |
| if (texture) |
| { |
| TextureStorageInterface *texStorage = texture->getNativeTexture(); |
| if (texStorage) |
| { |
| TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); |
| textureSRV = storage11->getSRV(); |
| } |
| |
| // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly |
| // missing the shader resource view |
| ASSERT(textureSRV != NULL); |
| |
| serial = texture->getTextureSerial(); |
| forceSetTexture = texture->hasDirtyImages(); |
| } |
| |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ERR("Pixel shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (forceSetTexture || mCurPixelTextureSerials[index] != serial) |
| { |
| mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); |
| } |
| |
| mCurPixelTextureSerials[index] = serial; |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) |
| { |
| ERR("Vertex shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (forceSetTexture || mCurVertexTextureSerials[index] != serial) |
| { |
| mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); |
| } |
| |
| mCurVertexTextureSerials[index] = serial; |
| } |
| else UNREACHABLE(); |
| } |
| |
| void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) |
| { |
| if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) |
| { |
| ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, |
| mCurDepthSize); |
| if (!dxRasterState) |
| { |
| ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" |
| "rasterizer state."); |
| } |
| |
| mDeviceContext->RSSetState(dxRasterState); |
| |
| mCurRasterState = rasterState; |
| } |
| |
| mForceSetRasterState = false; |
| } |
| |
| void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, |
| unsigned int sampleMask) |
| { |
| if (mForceSetBlendState || |
| memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || |
| memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || |
| sampleMask != mCurSampleMask) |
| { |
| ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState); |
| if (!dxBlendState) |
| { |
| ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default " |
| "blend state."); |
| } |
| |
| float blendColors[4] = {0.0f}; |
| if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && |
| blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) |
| { |
| blendColors[0] = blendColor.red; |
| blendColors[1] = blendColor.green; |
| blendColors[2] = blendColor.blue; |
| blendColors[3] = blendColor.alpha; |
| } |
| else |
| { |
| blendColors[0] = blendColor.alpha; |
| blendColors[1] = blendColor.alpha; |
| blendColors[2] = blendColor.alpha; |
| blendColors[3] = blendColor.alpha; |
| } |
| |
| mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); |
| |
| mCurBlendState = blendState; |
| mCurBlendColor = blendColor; |
| mCurSampleMask = sampleMask; |
| } |
| |
| mForceSetBlendState = false; |
| } |
| |
| void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW) |
| { |
| if (mForceSetDepthStencilState || |
| memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || |
| stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) |
| { |
| if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || |
| stencilRef != stencilBackRef || |
| depthStencilState.stencilMask != depthStencilState.stencilBackMask) |
| { |
| ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " |
| "invalid under WebGL."); |
| return gl::error(GL_INVALID_OPERATION); |
| } |
| |
| ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); |
| if (!dxDepthStencilState) |
| { |
| ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " |
| "setting the default depth stencil state."); |
| } |
| |
| mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); |
| |
| mCurDepthStencilState = depthStencilState; |
| mCurStencilRef = stencilRef; |
| mCurStencilBackRef = stencilBackRef; |
| } |
| |
| mForceSetDepthStencilState = false; |
| } |
| |
| void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) |
| { |
| if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || |
| enabled != mScissorEnabled) |
| { |
| if (enabled) |
| { |
| D3D11_RECT rect; |
| rect.left = std::max(0, scissor.x); |
| rect.top = std::max(0, scissor.y); |
| rect.right = scissor.x + std::max(0, scissor.width); |
| rect.bottom = scissor.y + std::max(0, scissor.height); |
| |
| mDeviceContext->RSSetScissorRects(1, &rect); |
| } |
| |
| if (enabled != mScissorEnabled) |
| { |
| mForceSetRasterState = true; |
| } |
| |
| mCurScissor = scissor; |
| mScissorEnabled = enabled; |
| } |
| |
| mForceSetScissor = false; |
| } |
| |
| bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport) |
| { |
| gl::Rectangle actualViewport = viewport; |
| float actualZNear = gl::clamp01(zNear); |
| float actualZFar = gl::clamp01(zFar); |
| if (ignoreViewport) |
| { |
| actualViewport.x = 0; |
| actualViewport.y = 0; |
| actualViewport.width = mRenderTargetDesc.width; |
| actualViewport.height = mRenderTargetDesc.height; |
| actualZNear = 0.0f; |
| actualZFar = 1.0f; |
| } |
| |
| // Get D3D viewport bounds, which depends on the feature level |
| const Range& viewportBounds = getViewportBounds(); |
| |
| // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds |
| D3D11_VIEWPORT dxViewport; |
| dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end); |
| dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end); |
| dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension()); |
| dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension()); |
| dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX)); |
| dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY)); |
| dxViewport.MinDepth = actualZNear; |
| dxViewport.MaxDepth = actualZFar; |
| |
| if (dxViewport.Width <= 0 || dxViewport.Height <= 0) |
| { |
| return false; // Nothing to render |
| } |
| |
| bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || |
| actualZNear != mCurNear || actualZFar != mCurFar; |
| |
| if (viewportChanged) |
| { |
| mDeviceContext->RSSetViewports(1, &dxViewport); |
| |
| mCurViewport = actualViewport; |
| mCurNear = actualZNear; |
| mCurFar = actualZFar; |
| |
| mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; |
| mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; |
| mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); |
| mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); |
| |
| mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; |
| mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; |
| |
| mVertexConstants.depthRange[0] = actualZNear; |
| mVertexConstants.depthRange[1] = actualZFar; |
| mVertexConstants.depthRange[2] = actualZFar - actualZNear; |
| |
| mPixelConstants.depthRange[0] = actualZNear; |
| mPixelConstants.depthRange[1] = actualZFar; |
| mPixelConstants.depthRange[2] = actualZFar - actualZNear; |
| } |
| |
| mForceSetViewport = false; |
| return true; |
| } |
| |
| bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) |
| { |
| D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; |
| |
| GLsizei minCount = 0; |
| |
| switch (mode) |
| { |
| case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; |
| case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; |
| case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; |
| case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; |
| case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; |
| case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; |
| // emulate fans via rewriting index buffer |
| case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; |
| default: |
| return gl::error(GL_INVALID_ENUM, false); |
| } |
| |
| mDeviceContext->IASetPrimitiveTopology(primitiveTopology); |
| |
| return count >= minCount; |
| } |
| |
| bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) |
| { |
| // Get the color render buffer and serial |
| // Also extract the render target dimensions and view |
| unsigned int renderTargetWidth = 0; |
| unsigned int renderTargetHeight = 0; |
| GLenum renderTargetFormat = 0; |
| unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0}; |
| ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; |
| bool missingColorRenderTarget = true; |
| |
| for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) |
| { |
| const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment); |
| |
| if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE) |
| { |
| // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) |
| ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); |
| |
| gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment); |
| |
| if (!colorbuffer) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; |
| } |
| |
| // check for zero-sized default framebuffer, which is a special case. |
| // in this case we do not wish to modify any state and just silently return false. |
| // this will not report any gl error but will cause the calling method to return. |
| if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) |
| { |
| return false; |
| } |
| |
| renderTargetSerials[colorAttachment] = colorbuffer->getSerial(); |
| |
| // Extract the render target dimensions and view |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; |
| } |
| |
| framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); |
| if (!framebufferRTVs[colorAttachment]) |
| { |
| ERR("render target view pointer unexpectedly null."); |
| return false; |
| } |
| |
| if (missingColorRenderTarget) |
| { |
| renderTargetWidth = colorbuffer->getWidth(); |
| renderTargetHeight = colorbuffer->getHeight(); |
| renderTargetFormat = colorbuffer->getActualFormat(); |
| missingColorRenderTarget = false; |
| } |
| } |
| } |
| |
| // Get the depth stencil render buffer and serials |
| gl::Renderbuffer *depthStencil = NULL; |
| unsigned int depthbufferSerial = 0; |
| unsigned int stencilbufferSerial = 0; |
| if (framebuffer->getDepthbufferType() != GL_NONE) |
| { |
| depthStencil = framebuffer->getDepthbuffer(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| SafeRelease(framebufferRTVs); |
| return false; |
| } |
| |
| depthbufferSerial = depthStencil->getSerial(); |
| } |
| else if (framebuffer->getStencilbufferType() != GL_NONE) |
| { |
| depthStencil = framebuffer->getStencilbuffer(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| SafeRelease(framebufferRTVs); |
| return false; |
| } |
| |
| stencilbufferSerial = depthStencil->getSerial(); |
| } |
| |
| // Extract the depth stencil sizes and view |
| unsigned int depthSize = 0; |
| unsigned int stencilSize = 0; |
| ID3D11DepthStencilView* framebufferDSV = NULL; |
| if (depthStencil) |
| { |
| RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); |
| if (!depthStencilRenderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| SafeRelease(framebufferRTVs); |
| return false; |
| } |
| |
| framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); |
| if (!framebufferDSV) |
| { |
| ERR("depth stencil view pointer unexpectedly null."); |
| SafeRelease(framebufferRTVs); |
| return false; |
| } |
| |
| // If there is no render buffer, the width, height and format values come from |
| // the depth stencil |
| if (missingColorRenderTarget) |
| { |
| renderTargetWidth = depthStencil->getWidth(); |
| renderTargetHeight = depthStencil->getHeight(); |
| renderTargetFormat = depthStencil->getActualFormat(); |
| } |
| |
| depthSize = depthStencil->getDepthSize(); |
| stencilSize = depthStencil->getStencilSize(); |
| } |
| |
| // Apply the render target and depth stencil |
| if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || |
| memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || |
| depthbufferSerial != mAppliedDepthbufferSerial || |
| stencilbufferSerial != mAppliedStencilbufferSerial) |
| { |
| mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV); |
| |
| mRenderTargetDesc.width = renderTargetWidth; |
| mRenderTargetDesc.height = renderTargetHeight; |
| mRenderTargetDesc.format = renderTargetFormat; |
| mForceSetViewport = true; |
| mForceSetScissor = true; |
| |
| if (!mDepthStencilInitialized || depthSize != mCurDepthSize) |
| { |
| mCurDepthSize = depthSize; |
| mForceSetRasterState = true; |
| } |
| |
| mCurStencilSize = stencilSize; |
| |
| for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) |
| { |
| mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; |
| } |
| mAppliedDepthbufferSerial = depthbufferSerial; |
| mAppliedStencilbufferSerial = stencilbufferSerial; |
| mRenderTargetDescInitialized = true; |
| mDepthStencilInitialized = true; |
| } |
| |
| SafeRelease(framebufferRTVs); |
| SafeRelease(framebufferDSV); |
| |
| return true; |
| } |
| |
| GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) |
| { |
| TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; |
| GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return err; |
| } |
| |
| return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); |
| } |
| |
| GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) |
| { |
| GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); |
| |
| if (err == GL_NO_ERROR) |
| { |
| if (indexInfo->storage) |
| { |
| if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset) |
| { |
| BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage); |
| IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); |
| |
| mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); |
| |
| mAppliedIBSerial = 0; |
| mAppliedStorageIBSerial = storage->getSerial(); |
| mAppliedIBOffset = indexInfo->startOffset; |
| } |
| } |
| else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) |
| { |
| IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); |
| |
| mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); |
| |
| mAppliedIBSerial = indexInfo->serial; |
| mAppliedStorageIBSerial = 0; |
| mAppliedIBOffset = indexInfo->startOffset; |
| } |
| } |
| |
| return err; |
| } |
| |
| void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) |
| { |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, GL_NONE, NULL, 0, NULL); |
| } |
| else if (mode == GL_TRIANGLE_FAN) |
| { |
| drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); |
| } |
| else if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| } |
| |
| void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) |
| { |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); |
| } |
| else if (mode == GL_TRIANGLE_FAN) |
| { |
| drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances); |
| } |
| else if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); |
| } |
| } |
| |
| void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && elementArrayBuffer) |
| { |
| gl::Buffer *indexBuffer = elementArrayBuffer; |
| BufferStorage *storage = indexBuffer->getStorage(); |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| indices = static_cast<const GLubyte*>(storage->getData()) + offset; |
| } |
| |
| if (!mLineLoopIB) |
| { |
| mLineLoopIB = new StreamingIndexBufferInterface(this); |
| if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) |
| { |
| delete mLineLoopIB; |
| mLineLoopIB = NULL; |
| |
| ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| // Checked by Renderer11::applyPrimitiveType |
| ASSERT(count >= 0); |
| |
| if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) |
| { |
| ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); |
| if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) |
| { |
| ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| void* mappedMemory = NULL; |
| int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory); |
| if (offset == -1 || mappedMemory == NULL) |
| { |
| ERR("Could not map index buffer for GL_LINE_LOOP."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); |
| unsigned int indexBufferOffset = static_cast<unsigned int>(offset); |
| |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = i; |
| } |
| data[count] = 0; |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLubyte*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLubyte*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLushort*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLushort*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_INT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLuint*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLuint*>(indices)[0]; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| if (!mLineLoopIB->unmapBuffer()) |
| { |
| ERR("Could not unmap index buffer for GL_LINE_LOOP."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) |
| { |
| IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); |
| |
| mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); |
| mAppliedIBSerial = mLineLoopIB->getSerial(); |
| mAppliedStorageIBSerial = 0; |
| mAppliedIBOffset = indexBufferOffset; |
| } |
| |
| mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); |
| } |
| |
| void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && elementArrayBuffer) |
| { |
| gl::Buffer *indexBuffer = elementArrayBuffer; |
| BufferStorage *storage = indexBuffer->getStorage(); |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| indices = static_cast<const GLubyte*>(storage->getData()) + offset; |
| } |
| |
| if (!mTriangleFanIB) |
| { |
| mTriangleFanIB = new StreamingIndexBufferInterface(this); |
| if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) |
| { |
| delete mTriangleFanIB; |
| mTriangleFanIB = NULL; |
| |
| ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| // Checked by Renderer11::applyPrimitiveType |
| ASSERT(count >= 3); |
| |
| const unsigned int numTris = count - 2; |
| |
| if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) |
| { |
| ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); |
| if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) |
| { |
| ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| void* mappedMemory = NULL; |
| int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory); |
| if (offset == -1 || mappedMemory == NULL) |
| { |
| ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); |
| unsigned int indexBufferOffset = static_cast<unsigned int>(offset); |
| |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = 0; |
| data[i*3 + 1] = i + 1; |
| data[i*3 + 2] = i + 2; |
| } |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2]; |
| } |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLushort*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2]; |
| } |
| break; |
| case GL_UNSIGNED_INT: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLuint*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2]; |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| if (!mTriangleFanIB->unmapBuffer()) |
| { |
| ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); |
| return gl::error(GL_OUT_OF_MEMORY); |
| } |
| |
| if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset) |
| { |
| IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); |
| |
| mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); |
| mAppliedIBSerial = mTriangleFanIB->getSerial(); |
| mAppliedStorageIBSerial = 0; |
| mAppliedIBOffset = indexBufferOffset; |
| } |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); |
| } |
| } |
| |
| void Renderer11::applyShaders(gl::ProgramBinary *programBinary) |
| { |
| unsigned int programBinarySerial = programBinary->getSerial(); |
| const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial); |
| |
| if (updateProgramState) |
| { |
| ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); |
| ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); |
| |
| ID3D11VertexShader *vertexShader = NULL; |
| if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); |
| |
| ID3D11PixelShader *pixelShader = NULL; |
| if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); |
| |
| mDeviceContext->PSSetShader(pixelShader, NULL, 0); |
| mDeviceContext->VSSetShader(vertexShader, NULL, 0); |
| |
| programBinary->dirtyAllUniforms(); |
| |
| mAppliedProgramBinarySerial = programBinarySerial; |
| } |
| |
| // Only use the geometry shader currently for point sprite drawing |
| const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode); |
| |
| if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive) |
| { |
| if (usesGeometryShader) |
| { |
| ShaderExecutable *geometryExe = programBinary->getGeometryExecutable(); |
| ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); |
| mDeviceContext->GSSetShader(geometryShader, NULL, 0); |
| } |
| else |
| { |
| mDeviceContext->GSSetShader(NULL, NULL, 0); |
| } |
| |
| mIsGeometryShaderActive = usesGeometryShader; |
| } |
| } |
| |
| void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) |
| { |
| ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); |
| ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable()); |
| |
| unsigned int totalRegisterCountVS = 0; |
| unsigned int totalRegisterCountPS = 0; |
| |
| bool vertexUniformsDirty = false; |
| bool pixelUniformsDirty = false; |
| |
| for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) |
| { |
| const gl::Uniform *uniform = *uniform_iterator; |
| |
| if (uniform->vsRegisterIndex >= 0) |
| { |
| totalRegisterCountVS += uniform->registerCount; |
| vertexUniformsDirty = vertexUniformsDirty || uniform->dirty; |
| } |
| |
| if (uniform->psRegisterIndex >= 0) |
| { |
| totalRegisterCountPS += uniform->registerCount; |
| pixelUniformsDirty = pixelUniformsDirty || uniform->dirty; |
| } |
| } |
| |
| ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS); |
| ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS); |
| |
| float (*mapVS)[4] = NULL; |
| float (*mapPS)[4] = NULL; |
| |
| if (totalRegisterCountVS > 0 && vertexUniformsDirty) |
| { |
| D3D11_MAPPED_SUBRESOURCE map = {0}; |
| HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| ASSERT(SUCCEEDED(result)); |
| mapVS = (float(*)[4])map.pData; |
| } |
| |
| if (totalRegisterCountPS > 0 && pixelUniformsDirty) |
| { |
| D3D11_MAPPED_SUBRESOURCE map = {0}; |
| HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| ASSERT(SUCCEEDED(result)); |
| mapPS = (float(*)[4])map.pData; |
| } |
| |
| for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) |
| { |
| gl::Uniform *uniform = *uniform_iterator; |
| |
| if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE) |
| { |
| if (uniform->vsRegisterIndex >= 0 && mapVS) |
| { |
| memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); |
| } |
| |
| if (uniform->psRegisterIndex >= 0 && mapPS) |
| { |
| memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); |
| } |
| } |
| |
| uniform->dirty = false; |
| } |
| |
| if (mapVS) |
| { |
| mDeviceContext->Unmap(vertexConstantBuffer, 0); |
| } |
| |
| if (mapPS) |
| { |
| mDeviceContext->Unmap(pixelConstantBuffer, 0); |
| } |
| |
| mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); |
| mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); |
| |
| // Driver uniforms |
| if (!mDriverConstantBufferVS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); |
| constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; |
| constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription.CPUAccessFlags = 0; |
| constantBufferDescription.MiscFlags = 0; |
| constantBufferDescription.StructureByteStride = 0; |
| |
| HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); |
| ASSERT(SUCCEEDED(result)); |
| |
| mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); |
| } |
| |
| if (!mDriverConstantBufferPS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); |
| constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; |
| constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription.CPUAccessFlags = 0; |
| constantBufferDescription.MiscFlags = 0; |
| constantBufferDescription.StructureByteStride = 0; |
| |
| HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); |
| ASSERT(SUCCEEDED(result)); |
| |
| mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); |
| } |
| |
| if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) |
| { |
| mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); |
| memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); |
| } |
| |
| if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) |
| { |
| mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); |
| memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); |
| } |
| |
| // needed for the point sprite geometry shader |
| mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); |
| } |
| |
| void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) |
| { |
| bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; |
| bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && |
| !(clearParams.colorMaskRed && clearParams.colorMaskGreen && |
| clearParams.colorMaskBlue && alphaUnmasked); |
| |
| unsigned int stencilUnmasked = 0x0; |
| if (frameBuffer->hasStencil()) |
| { |
| unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); |
| stencilUnmasked = (0x1 << stencilSize) - 1; |
| } |
| bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && |
| (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; |
| |
| bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || |
| mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width || |
| mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height); |
| |
| if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear) |
| { |
| maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers()); |
| } |
| else |
| { |
| if (clearParams.mask & GL_COLOR_BUFFER_BIT) |
| { |
| for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) |
| { |
| if (frameBuffer->isEnabledColorAttachment(colorAttachment)) |
| { |
| gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment); |
| if (renderbufferObject) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return; |
| } |
| |
| ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); |
| if (!framebufferRTV) |
| { |
| ERR("render target view pointer unexpectedly null."); |
| return; |
| } |
| |
| const float clearValues[4] = { clearParams.colorClearValue.red, |
| clearParams.colorClearValue.green, |
| clearParams.colorClearValue.blue, |
| clearParams.colorClearValue.alpha }; |
| mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); |
| |
| framebufferRTV->Release(); |
| } |
| } |
| } |
| } |
| if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) |
| { |
| gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); |
| if (renderbufferObject) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return; |
| } |
| |
| ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); |
| if (!framebufferDSV) |
| { |
| ERR("depth stencil view pointer unexpectedly null."); |
| return; |
| } |
| |
| UINT clearFlags = 0; |
| if (clearParams.mask & GL_DEPTH_BUFFER_BIT) |
| { |
| clearFlags |= D3D11_CLEAR_DEPTH; |
| } |
| if (clearParams.mask & GL_STENCIL_BUFFER_BIT) |
| { |
| clearFlags |= D3D11_CLEAR_STENCIL; |
| } |
| |
| float depthClear = gl::clamp01(clearParams.depthClearValue); |
| UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; |
| |
| mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); |
| |
| framebufferDSV->Release(); |
| } |
| } |
| } |
| } |
| |
| void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers) |
| { |
| HRESULT result; |
| |
| if (!mClearResourcesInitialized) |
| { |
| ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS); |
| |
| D3D11_BUFFER_DESC vbDesc; |
| vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; |
| vbDesc.Usage = D3D11_USAGE_DYNAMIC; |
| vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| vbDesc.MiscFlags = 0; |
| vbDesc.StructureByteStride = 0; |
| |
| result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer"); |
| |
| D3D11_INPUT_ELEMENT_DESC quadLayout[] = |
| { |
| { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| |
| result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout"); |
| |
| result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader"); |
| |
| result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)"); |
| |
| result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)"); |
| |
| D3D11_RASTERIZER_DESC rsScissorDesc; |
| rsScissorDesc.FillMode = D3D11_FILL_SOLID; |
| rsScissorDesc.CullMode = D3D11_CULL_NONE; |
| rsScissorDesc.FrontCounterClockwise = FALSE; |
| rsScissorDesc.DepthBias = 0; |
| rsScissorDesc.DepthBiasClamp = 0.0f; |
| rsScissorDesc.SlopeScaledDepthBias = 0.0f; |
| rsScissorDesc.DepthClipEnable = FALSE; |
| rsScissorDesc.ScissorEnable = TRUE; |
| rsScissorDesc.MultisampleEnable = FALSE; |
| rsScissorDesc.AntialiasedLineEnable = FALSE; |
| |
| result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state"); |
| |
| D3D11_RASTERIZER_DESC rsNoScissorDesc; |
| rsNoScissorDesc.FillMode = D3D11_FILL_SOLID; |
| rsNoScissorDesc.CullMode = D3D11_CULL_NONE; |
| rsNoScissorDesc.FrontCounterClockwise = FALSE; |
| rsNoScissorDesc.DepthBias = 0; |
| rsNoScissorDesc.DepthBiasClamp = 0.0f; |
| rsNoScissorDesc.SlopeScaledDepthBias = 0.0f; |
| rsNoScissorDesc.DepthClipEnable = FALSE; |
| rsNoScissorDesc.ScissorEnable = FALSE; |
| rsNoScissorDesc.MultisampleEnable = FALSE; |
| rsNoScissorDesc.AntialiasedLineEnable = FALSE; |
| |
| result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state"); |
| |
| mClearResourcesInitialized = true; |
| } |
| |
| // Prepare the depth stencil state to write depth values if the depth should be cleared |
| // and stencil values if the stencil should be cleared |
| gl::DepthStencilState glDSState; |
| glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; |
| glDSState.depthFunc = GL_ALWAYS; |
| glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; |
| glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0; |
| glDSState.stencilFunc = GL_ALWAYS; |
| glDSState.stencilMask = 0; |
| glDSState.stencilFail = GL_REPLACE; |
| glDSState.stencilPassDepthFail = GL_REPLACE; |
| glDSState.stencilPassDepthPass = GL_REPLACE; |
| glDSState.stencilWritemask = clearParams.stencilWriteMask; |
| glDSState.stencilBackFunc = GL_ALWAYS; |
| glDSState.stencilBackMask = 0; |
| glDSState.stencilBackFail = GL_REPLACE; |
| glDSState.stencilBackPassDepthFail = GL_REPLACE; |
| glDSState.stencilBackPassDepthPass = GL_REPLACE; |
| glDSState.stencilBackWritemask = clearParams.stencilWriteMask; |
| |
| int stencilClear = clearParams.stencilClearValue & 0x000000FF; |
| |
| ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState); |
| |
| // Prepare the blend state to use a write mask if the color buffer should be cleared |
| gl::BlendState glBlendState; |
| glBlendState.blend = false; |
| glBlendState.sourceBlendRGB = GL_ONE; |
| glBlendState.destBlendRGB = GL_ZERO; |
| glBlendState.sourceBlendAlpha = GL_ONE; |
| glBlendState.destBlendAlpha = GL_ZERO; |
| glBlendState.blendEquationRGB = GL_FUNC_ADD; |
| glBlendState.blendEquationAlpha = GL_FUNC_ADD; |
| glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false; |
| glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false; |
| glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false; |
| glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false; |
| glBlendState.sampleAlphaToCoverage = false; |
| glBlendState.dither = false; |
| |
| static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; |
| static const UINT sampleMask = 0xFFFFFFFF; |
| |
| ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState); |
| |
| // Set the vertices |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); |
| return; |
| } |
| |
| d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData); |
| |
| float depthClear = gl::clamp01(clearParams.depthClearValue); |
| d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue); |
| d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue); |
| d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue); |
| d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue); |
| |
| mDeviceContext->Unmap(mClearVB, 0); |
| |
| // Apply state |
| mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); |
| mDeviceContext->OMSetDepthStencilState(dsState, stencilClear); |
| mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS); |
| |
| // Apply shaders |
| ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS; |
| |
| mDeviceContext->IASetInputLayout(mClearIL); |
| mDeviceContext->VSSetShader(mClearVS, NULL, 0); |
| mDeviceContext->PSSetShader(pixelShader, NULL, 0); |
| mDeviceContext->GSSetShader(NULL, NULL, 0); |
| |
| // Apply vertex buffer |
| static UINT stride = sizeof(d3d11::PositionDepthColorVertex); |
| static UINT startIdx = 0; |
| mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx); |
| mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
| |
| // Draw the clear quad |
| mDeviceContext->Draw(4, 0); |
| |
| // Clean up |
| markAllStateDirty(); |
| } |
| |
| void Renderer11::markAllStateDirty() |
| { |
| for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) |
| { |
| mAppliedRenderTargetSerials[rtIndex] = 0; |
| } |
| mAppliedDepthbufferSerial = 0; |
| mAppliedStencilbufferSerial = 0; |
| mDepthStencilInitialized = false; |
| mRenderTargetDescInitialized = false; |
| |
| for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) |
| { |
| mForceSetVertexSamplerStates[i] = true; |
| mCurVertexTextureSerials[i] = 0; |
| } |
| for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) |
| { |
| mForceSetPixelSamplerStates[i] = true; |
| mCurPixelTextureSerials[i] = 0; |
| } |
| |
| mForceSetBlendState = true; |
| mForceSetRasterState = true; |
| mForceSetDepthStencilState = true; |
| mForceSetScissor = true; |
| mForceSetViewport = true; |
| |
| mAppliedIBSerial = 0; |
| mAppliedStorageIBSerial = 0; |
| mAppliedIBOffset = 0; |
| |
| mAppliedProgramBinarySerial = 0; |
| memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); |
| memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); |
| } |
| |
| void Renderer11::releaseDeviceResources() |
| { |
| mStateCache.clear(); |
| mInputLayoutCache.clear(); |
| |
| delete mVertexDataManager; |
| mVertexDataManager = NULL; |
| |
| delete mIndexDataManager; |
| mIndexDataManager = NULL; |
| |
| delete mLineLoopIB; |
| mLineLoopIB = NULL; |
| |
| delete mTriangleFanIB; |
| mTriangleFanIB = NULL; |
| |
| SafeRelease(mCopyVB); |
| SafeRelease(mCopySampler); |
| SafeRelease(mCopyIL); |
| SafeRelease(mCopyIL); |
| SafeRelease(mCopyVS); |
| SafeRelease(mCopyRGBAPS); |
| SafeRelease(mCopyRGBPS); |
| SafeRelease(mCopyLumPS); |
| SafeRelease(mCopyLumAlphaPS); |
| |
| mCopyResourcesInitialized = false; |
| |
| SafeRelease(mClearVB); |
| SafeRelease(mClearIL); |
| SafeRelease(mClearVS); |
| SafeRelease(mClearSinglePS); |
| SafeRelease(mClearMultiplePS); |
| SafeRelease(mClearScissorRS); |
| SafeRelease(mClearNoScissorRS); |
| |
| mClearResourcesInitialized = false; |
| |
| SafeRelease(mDriverConstantBufferVS); |
| SafeRelease(mDriverConstantBufferPS); |
| SafeRelease(mSyncQuery); |
| } |
| |
| void Renderer11::notifyDeviceLost() |
| { |
| mDeviceLost = true; |
| mDisplay->notifyDeviceLost(); |
| } |
| |
| bool Renderer11::isDeviceLost() |
| { |
| return mDeviceLost; |
| } |
| |
| // set notify to true to broadcast a message to all contexts of the device loss |
| bool Renderer11::testDeviceLost(bool notify) |
| { |
| bool isLost = false; |
| |
| // GetRemovedReason is used to test if the device is removed |
| HRESULT result = mDevice->GetDeviceRemovedReason(); |
| isLost = d3d11::isDeviceLostError(result); |
| |
| if (isLost) |
| { |
| // Log error if this is a new device lost event |
| if (mDeviceLost == false) |
| { |
| ERR("The D3D11 device was removed: 0x%08X", result); |
| } |
| |
| // ensure we note the device loss -- |
| // we'll probably get this done again by notifyDeviceLost |
| // but best to remember it! |
| // Note that we don't want to clear the device loss status here |
| // -- this needs to be done by resetDevice |
| mDeviceLost = true; |
| if (notify) |
| { |
| notifyDeviceLost(); |
| } |
| } |
| |
| return isLost; |
| } |
| |
| bool Renderer11::testDeviceResettable() |
| { |
| // determine if the device is resettable by creating a dummy device |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); |
| |
| if (D3D11CreateDevice == NULL) |
| { |
| return false; |
| } |
| |
| D3D_FEATURE_LEVEL featureLevels[] = |
| { |
| D3D_FEATURE_LEVEL_11_0, |
| D3D_FEATURE_LEVEL_10_1, |
| D3D_FEATURE_LEVEL_10_0, |
| }; |
| |
| ID3D11Device* dummyDevice; |
| D3D_FEATURE_LEVEL dummyFeatureLevel; |
| ID3D11DeviceContext* dummyContext; |
| |
| HRESULT result = D3D11CreateDevice(NULL, |
| D3D_DRIVER_TYPE_HARDWARE, |
| NULL, |
| #if defined(_DEBUG) |
| D3D11_CREATE_DEVICE_DEBUG, |
| #else |
| 0, |
| #endif |
| featureLevels, |
| ArraySize(featureLevels), |
| D3D11_SDK_VERSION, |
| &dummyDevice, |
| &dummyFeatureLevel, |
| &dummyContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| return false; |
| } |
| |
| dummyContext->Release(); |
| dummyDevice->Release(); |
| |
| return true; |
| } |
| |
| void Renderer11::release() |
| { |
| releaseDeviceResources(); |
| |
| if (mDxgiFactory) |
| { |
| mDxgiFactory->Release(); |
| mDxgiFactory = NULL; |
| } |
| |
| if (mDxgiAdapter) |
| { |
| mDxgiAdapter->Release(); |
| mDxgiAdapter = NULL; |
| } |
| |
| if (mDeviceContext) |
| { |
| mDeviceContext->ClearState(); |
| mDeviceContext->Flush(); |
| mDeviceContext->Release(); |
| mDeviceContext = NULL; |
| } |
| |
| if (mDevice) |
| { |
| mDevice->Release(); |
| mDevice = NULL; |
| } |
| |
| if (mD3d11Module) |
| { |
| FreeLibrary(mD3d11Module); |
| mD3d11Module = NULL; |
| } |
| |
| if (mDxgiModule) |
| { |
| FreeLibrary(mDxgiModule); |
| mDxgiModule = NULL; |
| } |
| } |
| |
| bool Renderer11::resetDevice() |
| { |
| // recreate everything |
| release(); |
| EGLint result = initialize(); |
| |
| if (result != EGL_SUCCESS) |
| { |
| ERR("Could not reinitialize D3D11 device: %08X", result); |
| return false; |
| } |
| |
| mDeviceLost = false; |
| |
| return true; |
| } |
| |
| DWORD Renderer11::getAdapterVendor() const |
| { |
| return mAdapterDescription.VendorId; |
| } |
| |
| std::string Renderer11::getRendererDescription() const |
| { |
| std::ostringstream rendererString; |
| |
| rendererString << mDescription; |
| rendererString << " Direct3D11"; |
| |
| rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); |
| rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); |
| |
| return rendererString.str(); |
| } |
| |
| GUID Renderer11::getAdapterIdentifier() const |
| { |
| // Use the adapter LUID as our adapter ID |
| // This number is local to a machine is only guaranteed to be unique between restarts |
| META_ASSERT(sizeof(LUID) <= sizeof(GUID)); |
| GUID adapterId = {0}; |
| memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); |
| return adapterId; |
| } |
| |
| bool Renderer11::getBGRATextureSupport() const |
| { |
| return mBGRATextureSupport; |
| } |
| |
| bool Renderer11::getDXT1TextureSupport() |
| { |
| return mDXT1TextureSupport; |
| } |
| |
| bool Renderer11::getDXT3TextureSupport() |
| { |
| return mDXT3TextureSupport; |
| } |
| |
| bool Renderer11::getDXT5TextureSupport() |
| { |
| return mDXT5TextureSupport; |
| } |
| |
| bool Renderer11::getDepthTextureSupport() const |
| { |
| return mDepthTextureSupport; |
| } |
| |
| bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) |
| { |
| *renderable = mFloat32RenderSupport; |
| *filtering = mFloat32FilterSupport; |
| return mFloat32TextureSupport; |
| } |
| |
| bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) |
| { |
| *renderable = mFloat16RenderSupport; |
| *filtering = mFloat16FilterSupport; |
| return mFloat16TextureSupport; |
| } |
| |
| bool Renderer11::getLuminanceTextureSupport() |
| { |
| return false; |
| } |
| |
| bool Renderer11::getLuminanceAlphaTextureSupport() |
| { |
| return false; |
| } |
| |
| bool Renderer11::getTextureFilterAnisotropySupport() const |
| { |
| return true; |
| } |
| |
| float Renderer11::getTextureMaxAnisotropy() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_MAX_MAXANISOTROPY; |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_MAX_MAXANISOTROPY; |
| default: UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| bool Renderer11::getEventQuerySupport() |
| { |
| return true; |
| } |
| |
| Range Renderer11::getViewportBounds() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX); |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); |
| default: UNREACHABLE(); |
| return Range(0, 0); |
| } |
| } |
| |
| unsigned int Renderer11::getMaxVertexTextureImageUnits() const |
| { |
| META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4; |
| default: UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| unsigned int Renderer11::getMaxCombinedTextureImageUnits() const |
| { |
| return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); |
| } |
| |
| unsigned int Renderer11::getReservedVertexUniformVectors() const |
| { |
| return 0; // Driver uniforms are stored in a separate constant buffer |
| } |
| |
| unsigned int Renderer11::getReservedFragmentUniformVectors() const |
| { |
| return 0; // Driver uniforms are stored in a separate constant buffer |
| } |
| |
| unsigned int Renderer11::getMaxVertexUniformVectors() const |
| { |
| META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); |
| ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); |
| return MAX_VERTEX_UNIFORM_VECTORS_D3D11; |
| } |
| |
| unsigned int Renderer11::getMaxFragmentUniformVectors() const |
| { |
| META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); |
| ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); |
| return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11; |
| } |
| |
| unsigned int Renderer11::getMaxVaryingVectors() const |
| { |
| META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT); |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_VS_OUTPUT_REGISTER_COUNT; |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_VS_OUTPUT_REGISTER_COUNT; |
| default: UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| bool Renderer11::getNonPower2TextureSupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return true; |
| default: UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| bool Renderer11::getOcclusionQuerySupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return true; |
| default: UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| bool Renderer11::getInstancingSupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return true; |
| default: UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| bool Renderer11::getShareHandleSupport() const |
| { |
| // We only currently support share handles with BGRA surfaces, because |
| // chrome needs BGRA. Once chrome fixes this, we should always support them. |
| // PIX doesn't seem to support using share handles, so disable them. |
| return getBGRATextureSupport() && !gl::perfActive(); |
| } |
| |
| bool Renderer11::getDerivativeInstructionSupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return true; |
| default: UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| bool Renderer11::getPostSubBufferSupport() const |
| { |
| // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. |
| return false; |
| } |
| |
| int Renderer11::getMajorShaderModel() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 |
| case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| int Renderer11::getMinorShaderModel() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 |
| case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| float Renderer11::getMaxPointSize() const |
| { |
| // choose a reasonable maximum. we enforce this in the shader. |
| // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size) |
| return 1024.0f; |
| } |
| |
| int Renderer11::getMaxViewportDimension() const |
| { |
| // Maximum viewport size must be at least as large as the largest render buffer (or larger). |
| // In our case return the maximum texture size, which is the maximum render buffer size. |
| META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX); |
| META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX); |
| |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 |
| default: UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| int Renderer11::getMaxTextureWidth() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| int Renderer11::getMaxTextureHeight() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| bool Renderer11::get32BitIndexSupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| int Renderer11::getMinSwapInterval() const |
| { |
| return 0; |
| } |
| |
| int Renderer11::getMaxSwapInterval() const |
| { |
| return 4; |
| } |
| |
| int Renderer11::getMaxSupportedSamples() const |
| { |
| return mMaxSupportedSamples; |
| } |
| |
| int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const |
| { |
| if (requested == 0) |
| { |
| return 0; |
| } |
| |
| MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format); |
| if (iter != mMultisampleSupportMap.end()) |
| { |
| const MultisampleSupportInfo& info = iter->second; |
| for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) |
| { |
| if (info.qualityLevels[i] > 0) |
| { |
| return i + 1; |
| } |
| } |
| } |
| |
| return -1; |
| } |
| |
| unsigned int Renderer11::getMaxRenderTargets() const |
| { |
| META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); |
| META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); |
| |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: |
| return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 |
| default: |
| UNREACHABLE(); |
| return 1; |
| } |
| } |
| |
| bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) |
| { |
| if (source && dest) |
| { |
| TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); |
| TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); |
| |
| mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) |
| { |
| if (source && dest) |
| { |
| TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); |
| TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); |
| |
| mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) |
| { |
| gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); |
| if (!colorbuffer) |
| { |
| ERR("Failed to retrieve the color buffer from the frame buffer."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); |
| if (!sourceRenderTarget) |
| { |
| ERR("Failed to retrieve the render target from the frame buffer."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| if (!source) |
| { |
| ERR("Failed to retrieve the render target view from the render target."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); |
| if (!storage11) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the texture storage from the destination."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level)); |
| if (!destRenderTarget) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the render target from the destination storage."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); |
| if (!dest) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the render target view from the destination render target."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| gl::Rectangle destRect; |
| destRect.x = xoffset; |
| destRect.y = yoffset; |
| destRect.width = sourceRect.width; |
| destRect.height = sourceRect.height; |
| |
| bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), |
| dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); |
| |
| source->Release(); |
| dest->Release(); |
| |
| return ret; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) |
| { |
| gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); |
| if (!colorbuffer) |
| { |
| ERR("Failed to retrieve the color buffer from the frame buffer."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); |
| if (!sourceRenderTarget) |
| { |
| ERR("Failed to retrieve the render target from the frame buffer."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| if (!source) |
| { |
| ERR("Failed to retrieve the render target view from the render target."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); |
| if (!storage11) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the texture storage from the destination."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level)); |
| if (!destRenderTarget) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the render target from the destination storage."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); |
| if (!dest) |
| { |
| source->Release(); |
| ERR("Failed to retrieve the render target view from the destination render target."); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| gl::Rectangle destRect; |
| destRect.x = xoffset; |
| destRect.y = yoffset; |
| destRect.width = sourceRect.width; |
| destRect.height = sourceRect.height; |
| |
| bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), |
| dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); |
| |
| source->Release(); |
| dest->Release(); |
| |
| return ret; |
| } |
| |
| bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, |
| ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat) |
| { |
| HRESULT result; |
| |
| if (!mCopyResourcesInitialized) |
| { |
| ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS); |
| |
| D3D11_BUFFER_DESC vbDesc; |
| vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; |
| vbDesc.Usage = D3D11_USAGE_DYNAMIC; |
| vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| vbDesc.MiscFlags = 0; |
| vbDesc.StructureByteStride = 0; |
| |
| result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer"); |
| |
| D3D11_SAMPLER_DESC samplerDesc; |
| samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
| samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; |
| samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; |
| samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; |
| samplerDesc.MipLODBias = 0.0f; |
| samplerDesc.MaxAnisotropy = 0; |
| samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; |
| samplerDesc.BorderColor[0] = 0.0f; |
| samplerDesc.BorderColor[1] = 0.0f; |
| samplerDesc.BorderColor[2] = 0.0f; |
| samplerDesc.BorderColor[3] = 0.0f; |
| samplerDesc.MinLOD = 0.0f; |
| samplerDesc.MaxLOD = 0.0f; |
| |
| result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler"); |
| |
| D3D11_INPUT_ELEMENT_DESC quadLayout[] = |
| { |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| |
| result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout"); |
| |
| result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader"); |
| |
| result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader"); |
| |
| result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader"); |
| |
| result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader"); |
| |
| result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader"); |
| |
| mCopyResourcesInitialized = true; |
| } |
| |
| // Verify the source and destination area sizes |
| if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) || |
| sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) || |
| destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) || |
| destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight)) |
| { |
| return gl::error(GL_INVALID_VALUE, false); |
| } |
| |
| // Set vertices |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); |
| return gl::error(GL_OUT_OF_MEMORY, false); |
| } |
| |
| d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); |
| |
| // Create a quad in homogeneous coordinates |
| float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f; |
| float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f; |
| float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f; |
| float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f; |
| |
| float u1 = sourceArea.x / float(sourceWidth); |
| float v1 = sourceArea.y / float(sourceHeight); |
| float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth); |
| float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight); |
| |
| d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); |
| d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); |
| d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); |
| d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); |
| |
| mDeviceContext->Unmap(mCopyVB, 0); |
| |
| static UINT stride = sizeof(d3d11::PositionTexCoordVertex); |
| static UINT startIdx = 0; |
| mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx); |
| |
| // Apply state |
| mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); |
| mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); |
| mDeviceContext->RSSetState(NULL); |
| |
| // Apply shaders |
| mDeviceContext->IASetInputLayout(mCopyIL); |
| mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
| mDeviceContext->VSSetShader(mCopyVS, NULL, 0); |
| |
| ID3D11PixelShader *ps = NULL; |
| switch(destFormat) |
| { |
| case GL_RGBA: ps = mCopyRGBAPS; break; |
| case GL_RGB: ps = mCopyRGBPS; break; |
| case GL_ALPHA: ps = mCopyRGBAPS; break; |
| case GL_BGRA_EXT: ps = mCopyRGBAPS; break; |
| case GL_LUMINANCE: ps = mCopyLumPS; break; |
| case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break; |
| default: UNREACHABLE(); ps = NULL; break; |
| } |
| |
| mDeviceContext->PSSetShader(ps, NULL, 0); |
| mDeviceContext->GSSetShader(NULL, NULL, 0); |
| |
| // Unset the currently bound shader resource to avoid conflicts |
| static ID3D11ShaderResourceView *const nullSRV = NULL; |
| mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| // Apply render target |
| setOneTimeRenderTarget(dest); |
| |
| // Set the viewport |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = destWidth; |
| viewport.Height = destHeight; |
| viewport.MinDepth = 0.0f; |
| viewport.MaxDepth = 1.0f; |
| mDeviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply textures |
| mDeviceContext->PSSetShaderResources(0, 1, &source); |
| mDeviceContext->PSSetSamplers(0, 1, &mCopySampler); |
| |
| // Draw the quad |
| mDeviceContext->Draw(4, 0); |
| |
| // Unbind textures and render targets and vertex buffer |
| mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| unapplyRenderTargets(); |
| |
| UINT zero = 0; |
| ID3D11Buffer *const nullBuffer = NULL; |
| mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); |
| |
| markAllStateDirty(); |
| |
| return true; |
| } |
| |
| void Renderer11::unapplyRenderTargets() |
| { |
| setOneTimeRenderTarget(NULL); |
| } |
| |
| void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) |
| { |
| ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; |
| |
| rtvArray[0] = renderTargetView; |
| |
| mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL); |
| |
| // Do not preserve the serial for this one-time-use render target |
| for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) |
| { |
| mAppliedRenderTargetSerials[rtIndex] = 0; |
| } |
| } |
| |
| RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) |
| { |
| SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); |
| RenderTarget11 *renderTarget = NULL; |
| |
| if (depth) |
| { |
| // Note: depth stencil may be NULL for 0 sized surfaces |
| renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), |
| swapChain11->getDepthStencilTexture(), NULL, |
| swapChain11->getWidth(), swapChain11->getHeight()); |
| } |
| else |
| { |
| // Note: render target may be NULL for 0 sized surfaces |
| renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), |
| swapChain11->getOffscreenTexture(), |
| swapChain11->getRenderTargetShaderResource(), |
| swapChain11->getWidth(), swapChain11->getHeight()); |
| } |
| return renderTarget; |
| } |
| |
| RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) |
| { |
| RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); |
| return renderTarget; |
| } |
| |
| ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type) |
| { |
| ShaderExecutable11 *executable = NULL; |
| |
| switch (type) |
| { |
| case rx::SHADER_VERTEX: |
| { |
| ID3D11VertexShader *vshader = NULL; |
| HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); |
| ASSERT(SUCCEEDED(result)); |
| |
| if (vshader) |
| { |
| executable = new ShaderExecutable11(function, length, vshader); |
| } |
| } |
| break; |
| case rx::SHADER_PIXEL: |
| { |
| ID3D11PixelShader *pshader = NULL; |
| HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); |
| ASSERT(SUCCEEDED(result)); |
| |
| if (pshader) |
| { |
| executable = new ShaderExecutable11(function, length, pshader); |
| } |
| } |
| break; |
| case rx::SHADER_GEOMETRY: |
| { |
| ID3D11GeometryShader *gshader = NULL; |
| HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader); |
| ASSERT(SUCCEEDED(result)); |
| |
| if (gshader) |
| { |
| executable = new ShaderExecutable11(function, length, gshader); |
| } |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| return executable; |
| } |
| |
| ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) |
| { |
| const char *profile = NULL; |
| |
| switch (type) |
| { |
| case rx::SHADER_VERTEX: |
| profile = "vs_4_0"; |
| break; |
| case rx::SHADER_PIXEL: |
| profile = "ps_4_0"; |
| break; |
| case rx::SHADER_GEOMETRY: |
| profile = "gs_4_0"; |
| break; |
| default: |
| UNREACHABLE(); |
| return NULL; |
| } |
| |
| ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); |
| if (!binary) |
| return NULL; |
| |
| ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); |
| binary->Release(); |
| |
| return executable; |
| } |
| |
| VertexBuffer *Renderer11::createVertexBuffer() |
| { |
| return new VertexBuffer11(this); |
| } |
| |
| IndexBuffer *Renderer11::createIndexBuffer() |
| { |
| return new IndexBuffer11(this); |
| } |
| |
| BufferStorage *Renderer11::createBufferStorage() |
| { |
| return new BufferStorage11(this); |
| } |
| |
| QueryImpl *Renderer11::createQuery(GLenum type) |
| { |
| return new Query11(this, type); |
| } |
| |
| FenceImpl *Renderer11::createFence() |
| { |
| return new Fence11(this); |
| } |
| |
| bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource) |
| { |
| ASSERT(colorbuffer != NULL); |
| |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); |
| if (renderTarget) |
| { |
| *subresourceIndex = renderTarget->getSubresourceIndex(); |
| |
| ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); |
| if (colorBufferRTV) |
| { |
| ID3D11Resource *textureResource = NULL; |
| colorBufferRTV->GetResource(&textureResource); |
| colorBufferRTV->Release(); |
| |
| if (textureResource) |
| { |
| HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource); |
| textureResource->Release(); |
| |
| if (SUCCEEDED(result)) |
| { |
| return true; |
| } |
| else |
| { |
| ERR("Failed to extract the ID3D11Texture2D from the render target resource, " |
| "HRESULT: 0x%X.", result); |
| } |
| } |
| } |
| } |
| |
| return false; |
| } |
| |
| bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, |
| bool blitRenderTarget, bool blitDepthStencil) |
| { |
| if (blitRenderTarget) |
| { |
|