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kc3-lang/angle/src/libGLESv2/renderer/Renderer11.cpp

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  • Author : daniel@transgaming.com
    Date : 2012-11-28 21:00:40
    Hash : 04f1b33c
    Message : Refactored Renderer::setScissor to no longer require render target size. TRAC #22145 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1514 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/Renderer11.cpp
  • //
    // 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/Program.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/renderer/Renderer11.h"
    #include "libGLESv2/renderer/RenderTarget11.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;
        }
    }
    
    Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
    {
        ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
        return static_cast<rx::Renderer11*>(renderer);
    }
    
    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();
    
        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;
        }
    
        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::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)
    {
        if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
        {
            D3D11_RECT rect;
            rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
            rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
            rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
            rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
    
            mDeviceContext->RSSetScissorRects(1, &rect);
    
            mCurScissor = scissor;
        }
    
        mForceSetScissor = false;
    }
    
    bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
                                 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
                                 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
    {
        bool viewportChanged =  mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
                                zNear != mCurNear || zFar != mCurFar;
    
        D3D11_VIEWPORT dxViewport;
        dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
        dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
        dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.TopLeftX));
        dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.TopLeftY));
        dxViewport.MinDepth = zNear;
        dxViewport.MaxDepth = zFar;
    
        if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
        {
            return false;   // Nothing to render
        }
    
        if (viewportChanged)
        {
            mDeviceContext->RSSetViewports(1, &dxViewport);
    
            mCurViewport = viewport;
            mCurNear = zNear;
            mCurFar = zFar;
        }
    
        if (currentProgram && (viewportChanged || forceSetUniforms))
        {
            GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
            GLfloat xy[2] = { 0.0f, 0.0f };
            currentProgram->setUniform2fv(halfPixelSize, 1, xy);
    
            // These values are used for computing gl_FragCoord in Program::linkVaryings().
            GLint coord = currentProgram->getDxCoordLocation();
            GLfloat whxy[4] = { viewport.width  * 0.5f,
                                viewport.height * 0.5f,
                                viewport.x + (viewport.width  * 0.5f),
                                viewport.y + (viewport.height * 0.5f) };
            currentProgram->setUniform4fv(coord, 1, whxy);
    
            GLint depth = currentProgram->getDxDepthLocation();
            GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
            currentProgram->setUniform2fv(depth, 1, dz);
    
            GLint depthRange = currentProgram->getDxDepthRangeLocation();
            GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
            currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
        }
    
        mForceSetViewport = false;
        return true;
    }
    
    bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
    {
        // TODO
        UNIMPLEMENTED();
    
        return false;
    }
    
    bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
    {
        // TODO
        UNIMPLEMENTED();
    
        mForceSetScissor = true;
        mForceSetViewport = true;
    
        return true;
    }
    
    GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
    {
        // TODO
        UNIMPLEMENTED();
    
        return GL_OUT_OF_MEMORY;
    }
    
    GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
    {
        // TODO
        UNIMPLEMENTED();
    
        return GL_OUT_OF_MEMORY;
    }
    
    void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::markAllStateDirty()
    {
        mDepthStencilInitialized = false;
        mRenderTargetDescInitialized = false;
    
        mForceSetBlendState = true;
        mForceSetRasterState = true;
        mForceSetDepthStencilState = true;
        mForceSetScissor = true;
        mForceSetViewport = 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
    {
        return mAdapterDescription.VendorId;
    }
    
    const char *Renderer11::getAdapterDescription() const
    {
        return mDescription;
    }
    
    GUID Renderer11::getAdapterIdentifier() const
    {
        // TODO
        // UNIMPLEMENTED();
        GUID foo = {0};
        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();
    }
    
    int Renderer11::getMajorShaderModel() const
    {
        switch (mFeatureLevel)
        {
          case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION;   // 5
          case D3D_FEATURE_LEVEL_10_1:
          case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION;   // 4
          default: UNREACHABLE();      return 0;
        }
    }
    
    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;
    }
    
    RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
    {
        SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); 
        RenderTarget11 *renderTarget = NULL;
        if (depth)
        {
            renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
        }
        else
        {
            renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
        }
        return renderTarget;
    }
    
    RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
    {
        // TODO
        UNIMPLEMENTED();
        return NULL;
    }
    
    ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
    {
        // TODO
        UNIMPLEMENTED();
        return NULL;
    }
    
    ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
    {
        // TODO
        UNIMPLEMENTED();
        return NULL;
    }
    
    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;
    }
    
    }