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//
// Copyright (c) 2012 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 "common/debug.h"
#include "libGLESv2/main.h"
#include "libGLESv2/utilities.h"
#include "libGLESv2/mathutil.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/SwapChain11.h"
#include "libEGL/Config.h"
#include "libEGL/Display.h"
namespace rx
{
static const DXGI_FORMAT RenderTargetFormats[] =
{
DXGI_FORMAT_R8G8B8A8_UNORM
};
static const DXGI_FORMAT DepthStencilFormats[] =
{
DXGI_FORMAT_D24_UNORM_S8_UINT
};
Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
{
mD3d11Module = NULL;
mDxgiModule = NULL;
mDeviceLost = false;
mDevice = NULL;
mDeviceContext = NULL;
mDxgiAdapter = NULL;
mDxgiFactory = NULL;
}
Renderer11::~Renderer11()
{
releaseDeviceResources();
if (mDxgiFactory)
{
mDxgiFactory->Release();
mDxgiFactory = NULL;
}
if (mDxgiAdapter)
{
mDxgiAdapter->Release();
mDxgiAdapter = NULL;
}
if (mDeviceContext)
{
mDeviceContext->Release();
mDeviceContext = NULL;
}
if (mDevice)
{
mDevice->Release();
mDevice = NULL;
}
if (mD3d11Module)
{
FreeLibrary(mD3d11Module);
mD3d11Module = NULL;
}
if (mDxgiModule)
{
FreeLibrary(mDxgiModule);
mDxgiModule = NULL;
}
}
EGLint Renderer11::initialize()
{
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;
}
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 featureLevel[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
HRESULT result = D3D11CreateDevice(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
#if defined(_DEBUG)
D3D11_CREATE_DEVICE_DEBUG,
#else
0,
#endif
featureLevel,
sizeof(featureLevel)/sizeof(featureLevel[0]),
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();
result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
if (!mDxgiFactory || FAILED(result))
{
ERR("Could not create DXGI factory - aborting!\n");
return EGL_NOT_INITIALIZED;
}
initializeDevice();
return EGL_SUCCESS;
}
// do any one-time device initialization
// NOTE: this is also needed after a device lost/reset
// to reset the scene status and ensure the default states are reset.
void Renderer11::initializeDevice()
{
mStateCache.initialize(mDevice);
markAllStateDirty();
// Permanent non-default states
// TODO
// UNIMPLEMENTED();
}
int Renderer11::generateConfigs(ConfigDesc **configDescList)
{
unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
(*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];
UINT formatSupport = 0;
HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
{
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::startScene()
{
// TODO: nop in d3d11?
}
void Renderer11::endScene()
{
// TODO: nop in d3d11?
}
void Renderer11::sync(bool block)
{
// TODO
UNIMPLEMENTED();
}
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)
{
// TODO
UNIMPLEMENTED();
}
void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
// TODO
UNIMPLEMENTED();
}
void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
{
if (mForceSetRasterState ||
memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
depthSize != mCurDepthSize)
{
ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
if (!dxRasterState)
{
ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
"rasterizer state.");
}
mDeviceContext->RSSetState(dxRasterState);
if (dxRasterState)
{
dxRasterState->Release();
}
mCurRasterState = rasterState;
mCurDepthSize = depthSize;
}
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.");
}
const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
if (dxBlendState)
{
dxBlendState->Release();
}
mCurBlendState = blendState;
mCurBlendColor = blendColor;
mCurSampleMask = sampleMask;
}
mForceSetBlendState = false;
}
void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
{
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 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));
if (dxDepthStencilState)
{
dxDepthStencilState->Release();
}
mCurDepthStencilState = depthStencilState;
mCurStencilRef = stencilRef;
mCurStencilBackRef = stencilBackRef;
}
mForceSetDepthStencilState = false;
}
void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight)
{
if (mForceSetScissor ||
renderTargetWidth != mCurRenderTargetWidth ||
renderTargetHeight != mCurRenderTargetHeight ||
memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
{
D3D11_RECT rect;
rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
mDeviceContext->RSSetScissorRects(1, &rect);
mCurScissor = scissor;
mCurRenderTargetWidth = renderTargetWidth;
mCurRenderTargetHeight = renderTargetHeight;
}
mForceSetScissor = false;
}
bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
unsigned int renderTargetWidth, unsigned int renderTargetHeight,
gl::ProgramBinary *currentProgram, bool forceSetUniforms)
{
// TODO
UNIMPLEMENTED();
return true;
}
bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
{
// TODO
UNIMPLEMENTED();
mForceSetScissor = true;
return true;
}
GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
{
// TODO
UNIMPLEMENTED();
return GL_OUT_OF_MEMORY;
}
void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
gl::Framebuffer *frameBuffer)
{
// TODO
UNIMPLEMENTED();
}
void Renderer11::markAllStateDirty()
{
mForceSetBlendState = true;
mForceSetRasterState = true;
mForceSetDepthStencilState = true;
mForceSetScissor = true;
}
void Renderer11::releaseDeviceResources()
{
// TODO
// UNIMPLEMENTED();
mStateCache.clear();
}
void Renderer11::markDeviceLost()
{
mDeviceLost = true;
}
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;
// TODO
//UNIMPLEMENTED();
if (isLost)
{
// ensure we note the device loss --
// we'll probably get this done again by markDeviceLost
// 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)
{
mDisplay->notifyDeviceLost();
}
}
return isLost;
}
bool Renderer11::testDeviceResettable()
{
HRESULT status = D3D_OK;
// TODO
UNIMPLEMENTED();
switch (status)
{
case D3DERR_DEVICENOTRESET:
case D3DERR_DEVICEHUNG:
return true;
default:
return false;
}
}
bool Renderer11::resetDevice()
{
releaseDeviceResources();
// TODO
UNIMPLEMENTED();
// reset device defaults
initializeDevice();
mDeviceLost = false;
return true;
}
DWORD Renderer11::getAdapterVendor() const
{
// TODO
UNIMPLEMENTED();
return 0;
}
const char *Renderer11::getAdapterDescription() const
{
// TODO
UNIMPLEMENTED();
return "UNIMPLEMENTED";
}
GUID Renderer11::getAdapterIdentifier() const
{
// TODO
UNIMPLEMENTED();
GUID foo = {};
return foo;
}
bool Renderer11::getDXT1TextureSupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getDXT3TextureSupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getDXT5TextureSupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getDepthTextureSupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
{
// TODO
UNIMPLEMENTED();
*filtering = false;
*renderable = false;
return false;
}
bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
{
// TODO
UNIMPLEMENTED();
*filtering = false;
*renderable = false;
return false;
}
bool Renderer11::getLuminanceTextureSupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getLuminanceAlphaTextureSupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getTextureFilterAnisotropySupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
float Renderer11::getTextureMaxAnisotropy() const
{
// TODO
UNIMPLEMENTED();
return 1.0f;
}
bool Renderer11::getEventQuerySupport()
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getVertexTextureSupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getNonPower2TextureSupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getOcclusionQuerySupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getInstancingSupport() const
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::getShareHandleSupport() const
{
// TODO
//UNIMPLEMENTED();
// PIX doesn't seem to support using share handles, so disable them.
return false && !gl::perfActive();
}
bool Renderer11::getShaderModel3Support() const
{
// TODO
UNIMPLEMENTED();
return true;
}
float Renderer11::getMaxPointSize() const
{
// TODO
UNIMPLEMENTED();
return 1.0f;
}
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
{
// TODO
UNIMPLEMENTED();
return 1;
}
bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
{
// TODO
UNIMPLEMENTED();
return false;
}
bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
bool blitRenderTarget, bool blitDepthStencil)
{
// TODO
UNIMPLEMENTED();
return false;
}
void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
{
// TODO
UNIMPLEMENTED();
return;
}
}