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

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  • Author : shannon.woods@transgaming.com
    Date : 2013-02-28 23:02:28
    Hash : 09fd9458
    Message : Add support for derivative instructions in D3D11. TRAC #22424 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1836 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/Renderer11.cpp
  • //
    // 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 "common/debug.h"
    #include "libGLESv2/main.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/Framebuffer.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/VertexDataManager.h"
    #include "libGLESv2/renderer/IndexDataManager.h"
    #include "libGLESv2/renderer/TextureStorage11.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/clear11ps.h"
    
    #include <sstream>
    
    namespace rx
    {
    static const DXGI_FORMAT RenderTargetFormats[] =
        {
            DXGI_FORMAT_B8G8R8A8_UNORM,
            DXGI_FORMAT_R8G8B8A8_UNORM
        };
    
    static const DXGI_FORMAT DepthStencilFormats[] =
        {
            DXGI_FORMAT_D24_UNORM_S8_UINT
        };
    
    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;
        mClearPS = NULL;
        mClearScissorRS = NULL;
        mClearNoScissorRS = NULL;
    
        mSyncQuery = NULL;
    
        mD3d11Module = NULL;
        mDxgiModule = NULL;
    
        mDeviceLost = false;
    
        mDevice = NULL;
        mDeviceContext = NULL;
        mDxgiAdapter = NULL;
        mDxgiFactory = NULL;
    
        mDriverConstantBufferVS = NULL;
        mDriverConstantBufferPS = NULL;
    
        mBGRATextureSupport = false;
    }
    
    Renderer11::~Renderer11()
    {
        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;
        }
    }
    
    Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
    {
        ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
        return static_cast<rx::Renderer11*>(renderer);
    }
    
    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;
        }
    
        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();
    
        // 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;
        }
    
        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 = 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)
    {
        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.");
            }
    
            const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, 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 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 = 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);
            }
    
            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;
        }
    
        D3D11_VIEWPORT dxViewport;
        dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
        dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
        dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
        dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - 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;
    
            mVertexConstants.halfPixelSize[0] = 0.0f;
            mVertexConstants.halfPixelSize[1] = 0.0f;
    
            mPixelConstants.coord[0] = actualViewport.width  * 0.5f;
            mPixelConstants.coord[1] = actualViewport.height * 0.5f;
            mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width  * 0.5f);
            mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
    
            mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
            mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
            mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
    
            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;
    
        switch (mode)
        {
          case GL_POINTS:         primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;   break;
          case GL_LINES:          primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;      break;
          case GL_LINE_LOOP:      primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;     break;
          case GL_LINE_STRIP:     primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;     break;
          case GL_TRIANGLES:      primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;  break;
          case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
              // emulate fans via rewriting index buffer
          case GL_TRIANGLE_FAN:   primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;	break;
          default:
            return error(GL_INVALID_ENUM, false);
        }
    
        mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
    
        return count > 0;
    }
    
    bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
    {
        // Get the color render buffer and serial
        gl::Renderbuffer *renderbufferObject = NULL;
        unsigned int renderTargetSerial = 0;
        if (framebuffer->getColorbufferType() != GL_NONE)
        {
            renderbufferObject = framebuffer->getColorbuffer();
    
            if (!renderbufferObject)
            {
                ERR("render target pointer unexpectedly null.");
                return false;
            }
    
            renderTargetSerial = renderbufferObject->getSerial();
        }
    
        // 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.");
                return false;
            }
    
            depthbufferSerial = depthStencil->getSerial();
        }
        else if (framebuffer->getStencilbufferType() != GL_NONE)
        {
            depthStencil = framebuffer->getStencilbuffer();
            if (!depthStencil)
            {
                ERR("Depth stencil pointer unexpectedly null.");
                return false;
            }
    
            stencilbufferSerial = depthStencil->getSerial();
        }
    
        // Extract the render target dimensions and view
        unsigned int renderTargetWidth = 0;
        unsigned int renderTargetHeight = 0;
        GLenum renderTargetFormat = 0;
        ID3D11RenderTargetView* framebufferRTV = NULL;
        if (renderbufferObject)
        {
            RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
            if (!renderTarget)
            {
                ERR("render target pointer unexpectedly null.");
                return false;
            }
    
            framebufferRTV = renderTarget->getRenderTargetView();
            if (!framebufferRTV)
            {
                ERR("render target view pointer unexpectedly null.");
                return false;
            }
    
            renderTargetWidth = renderbufferObject->getWidth();
            renderTargetHeight = renderbufferObject->getHeight();
            renderTargetFormat = renderbufferObject->getActualFormat();
        }
    
        // 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.");
                if (framebufferRTV)
                {
                    framebufferRTV->Release();
                }
                return false;
            }
    
            framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
            if (!framebufferDSV)
            {
                ERR("depth stencil view pointer unexpectedly null.");
                if (framebufferRTV)
                {
                    framebufferRTV->Release();
                }
                return false;
            }
    
            // If there is no render buffer, the width, height and format values come from
            // the depth stencil
            if (!renderbufferObject)
            {
                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 ||
            renderTargetSerial != mAppliedRenderTargetSerial ||
            depthbufferSerial != mAppliedDepthbufferSerial ||
            stencilbufferSerial != mAppliedStencilbufferSerial)
        {
            mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
    
            mRenderTargetDesc.width = renderTargetWidth;
            mRenderTargetDesc.height = renderTargetHeight;
            mRenderTargetDesc.format = renderTargetFormat;
            mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
            mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
    
            if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
            {
                mCurDepthSize = depthSize;
                mForceSetRasterState = true;
            }
    
            mCurStencilSize = stencilSize;
    
            mAppliedRenderTargetSerial = renderTargetSerial;
            mAppliedDepthbufferSerial = depthbufferSerial;
            mAppliedStencilbufferSerial = stencilbufferSerial;
            mRenderTargetDescInitialized = true;
            mDepthStencilInitialized = true;
        }
    
        if (framebufferRTV)
        {
            framebufferRTV->Release();
        }
        if (framebufferDSV)
        {
            framebufferDSV->Release();
        }
    
        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->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
            {
                IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
    
                mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
                mAppliedIBSerial = indexInfo->serial;
                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;
            intptr_t offset = reinterpret_cast<intptr_t>(indices);
            indices = static_cast<const GLubyte*>(indexBuffer->data()) + 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 error(GL_OUT_OF_MEMORY);
            }
        }
    
        const int spaceNeeded = (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 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 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 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();
            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;
            intptr_t offset = reinterpret_cast<intptr_t>(indices);
            indices = static_cast<const GLubyte*>(indexBuffer->data()) + 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 error(GL_OUT_OF_MEMORY);
            }
        }
    
        const int numTris = count - 2;
        const 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 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 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 < 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 (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 (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 (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 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();
            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();
        if (programBinarySerial != mAppliedProgramBinarySerial)
        {
            ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
            ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
            ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
    
            ID3D11VertexShader *vertexShader = NULL;
            if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
    
            ID3D11PixelShader *pixelShader = NULL;
            if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
    
            ID3D11GeometryShader *geometryShader = NULL;
            if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
    
            mDeviceContext->PSSetShader(pixelShader, NULL, 0);
            mDeviceContext->VSSetShader(vertexShader, NULL, 0);
    
            if (geometryShader)
            {
                mDeviceContext->GSSetShader(geometryShader, NULL, 0);
            }
            else
            {
                mDeviceContext->GSSetShader(NULL, NULL, 0);
            }
    
            programBinary->dirtyAllUniforms();
    
            mAppliedProgramBinarySerial = programBinarySerial;
        }
    }
    
    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);
    
        void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
        void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
    
        for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
        {
            gl::Uniform *uniform = *uniform_iterator;
    
            switch (uniform->type)
            {
              case GL_SAMPLER_2D:
              case GL_SAMPLER_CUBE:
                break;
              case GL_FLOAT:
              case GL_FLOAT_VEC2:
              case GL_FLOAT_VEC3:
              case GL_FLOAT_VEC4:
              case GL_FLOAT_MAT2:
              case GL_FLOAT_MAT3:
              case GL_FLOAT_MAT4:
                if (uniform->vsRegisterIndex >= 0 && mapVS)
                {
                    GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
                    float (*f)[4] = (float(*)[4])uniform->data;
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        c[uniform->vsRegisterIndex + i][0] = f[i][0];
                        c[uniform->vsRegisterIndex + i][1] = f[i][1];
                        c[uniform->vsRegisterIndex + i][2] = f[i][2];
                        c[uniform->vsRegisterIndex + i][3] = f[i][3];
                    }
                }
                if (uniform->psRegisterIndex >= 0 && mapPS)
                {
                    GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
                    float (*f)[4] = (float(*)[4])uniform->data;
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        c[uniform->psRegisterIndex + i][0] = f[i][0];
                        c[uniform->psRegisterIndex + i][1] = f[i][1];
                        c[uniform->psRegisterIndex + i][2] = f[i][2];
                        c[uniform->psRegisterIndex + i][3] = f[i][3];
                    }
                }
                break;
              case GL_INT:
              case GL_INT_VEC2:
              case GL_INT_VEC3:
              case GL_INT_VEC4:
                if (uniform->vsRegisterIndex >= 0 && mapVS)
                {
                    int (*c)[4] = (int(*)[4])mapVS;
                    GLint *x = (GLint*)uniform->data;
                    int count = gl::VariableColumnCount(uniform->type);
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
                        if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
                        if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
                        if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
                    }
                }
                if (uniform->psRegisterIndex >= 0 && mapPS)
                {
                    int (*c)[4] = (int(*)[4])mapPS;
                    GLint *x = (GLint*)uniform->data;
                    int count = gl::VariableColumnCount(uniform->type);
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
                        if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
                        if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
                        if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
                    }
                }
                break;
              case GL_BOOL:
              case GL_BOOL_VEC2:
              case GL_BOOL_VEC3:
              case GL_BOOL_VEC4:
                if (uniform->vsRegisterIndex >= 0 && mapVS)
                {
                    int (*c)[4] = (int(*)[4])mapVS;
                    GLboolean *b = (GLboolean*)uniform->data;
                    int count = gl::VariableColumnCount(uniform->type);
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
                        if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
                        if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
                        if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
                    }
                }
                if (uniform->psRegisterIndex >= 0 && mapPS)
                {
                    int (*c)[4] = (int(*)[4])mapPS;
                    GLboolean *b = (GLboolean*)uniform->data;
                    int count = gl::VariableColumnCount(uniform->type);
    
                    for (unsigned int i = 0; i < uniform->registerCount; i++)
                    {
                        if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
                        if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
                        if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
                        if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
                    }
                }
                break;
              default:
                UNREACHABLE();
            }
    
            uniform->dirty = false;
        }
    
        if (vertexConstantBuffer && mapVS)
        {
            mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
        }
    
        if (pixelConstantBuffer && mapPS)
        {
            mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
        }
        
        mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
        mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
    
        delete[] mapVS;
        delete[] mapPS;
    
        // 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);
         }
         else
         {
             if (clearParams.mask & GL_COLOR_BUFFER_BIT)
             {
                 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
                 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 = clearParams.depthClearValue;
                    UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
    
                    mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
    
                    framebufferDSV->Release();
                }
            }
        }
    }
    
    void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
    {
        HRESULT result;
    
        if (!mClearResourcesInitialized)
        {
            ASSERT(!mClearVB && !mClearVS && !mClearPS && !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_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
            ASSERT(SUCCEEDED(result));
            d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
    
            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.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : 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
        mDeviceContext->IASetInputLayout(mClearIL);
        mDeviceContext->VSSetShader(mClearVS, NULL, 0);
        mDeviceContext->PSSetShader(mClearPS, 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()
    {
        mAppliedRenderTargetSerial = 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;
        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;
    
        if (mCopyVB)
        {
            mCopyVB->Release();
            mCopyVB = NULL;
        }
    
        if (mCopySampler)
        {
            mCopySampler->Release();
            mCopySampler = NULL;
        }
    
        if (mCopyIL)
        {
            mCopyIL->Release();
            mCopyIL = NULL;
        }
    
        if (mCopyVS)
        {
            mCopyVS->Release();
            mCopyVS = NULL;
        }
    
        if (mCopyRGBAPS)
        {
            mCopyRGBAPS->Release();
            mCopyRGBAPS = NULL;
        }
    
        if (mCopyRGBPS)
        {
            mCopyRGBPS->Release();
            mCopyRGBPS = NULL;
        }
    
        if (mCopyLumPS)
        {
            mCopyLumPS->Release();
            mCopyLumPS = NULL;
        }
    
        if (mCopyLumAlphaPS)
        {
            mCopyLumAlphaPS->Release();
            mCopyLumAlphaPS = NULL;
        }
    
        mCopyResourcesInitialized = false;
    
        if (mClearVB)
        {
            mClearVB->Release();
            mClearVB = NULL;
        }
    
        if (mClearIL)
        {
            mClearIL->Release();
            mClearIL = NULL;
        }
    
        if (mClearVS)
        {
            mClearVS->Release();
            mClearVS = NULL;
        }
    
        if (mClearPS)
        {
            mClearPS->Release();
            mClearPS = NULL;
        }
    
        if (mClearScissorRS)
        {
            mClearScissorRS->Release();
            mClearScissorRS = NULL;
        }
    
        if (mClearNoScissorRS)
        {
            mClearNoScissorRS->Release();
            mClearNoScissorRS = NULL;
        }
    
        mClearResourcesInitialized = false;
    
        if (mDriverConstantBufferVS)
        {
            mDriverConstantBufferVS->Release();
            mDriverConstantBufferVS = NULL;
        }
    
        if (mDriverConstantBufferPS)
        {
            mDriverConstantBufferPS->Release();
            mDriverConstantBufferPS = NULL;
        }
    
        if (mSyncQuery)
        {
            mSyncQuery->Release();
            mSyncQuery = NULL;
        }
    }
    
    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;
    }
    
    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
    {
        // TODO
        // UNIMPLEMENTED();
        GUID foo = {0};
        return foo;
    }
    
    bool Renderer11::getBGRATextureSupport() const
    {
        return mBGRATextureSupport;
    }
    
    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;
    }
    
    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();
    }
    
    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;
    }
    
    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;
    }
    
    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
    {
        // TODO
        // UNIMPLEMENTED();
        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;
        }
    }
    
    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::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(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->getColorbuffer();
        if (!colorbuffer)
        {
            ERR("Failed to retrieve the color buffer from the frame buffer.");
            return 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 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 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 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 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 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->getColorbuffer();
        if (!colorbuffer)
        {
            ERR("Failed to retrieve the color buffer from the frame buffer.");
            return 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 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 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 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 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 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 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 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 / destWidth) * 2.0f - 1.0f;
        float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
        float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
        float y2 = ((destArea.y + destArea.height) / 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
        static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        mDeviceContext->OMSetBlendState(NULL, blendFactor, 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);
    
        // Unset the currently bound shader resource to avoid conflicts
        static ID3D11ShaderResourceView *const nullSRV = NULL;
        mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
    
        // Apply render targets
        mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
    
        // 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);
    
        static ID3D11RenderTargetView *const nullRTV = NULL;
        mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
    
        static UINT zero = 0;
        static ID3D11Buffer *const nullBuffer = NULL;
        mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
    
        markAllStateDirty();
    
        return true;
    }
    
    RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
    {
        SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
        RenderTarget11 *renderTarget = NULL;
        if (depth)
        {
            renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
                                              swapChain11->getWidth(), swapChain11->getHeight());
        }
        else
        {
            renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
                                              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 = compileToBinary(infoLog, shaderHLSL, profile, 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);
    }
    
    bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
    {
        gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
        if (colorbuffer)
        {
            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, 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)
    {
        ID3D11Texture2D *colorBufferTexture = NULL;
        unsigned int subresourceIndex = 0;
    
        if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
        {
            gl::Rectangle area;
            area.x = x;
            area.y = y;
            area.width = width;
            area.height = height;
    
            readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
                            packReverseRowOrder, packAlignment, pixels);
    
            colorBufferTexture->Release();
            colorBufferTexture = NULL;
        }
    }
    
    Image *Renderer11::createImage()
    {
        return new Image11();
    }
    
    void Renderer11::generateMipmap(Image *dest, Image *src)
    {
        Image11 *dest11 = Image11::makeImage11(dest);
        Image11 *src11 = Image11::makeImage11(src);
        Image11::generateMipmap(dest11, src11);
    }
    
    TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
    {
        SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
        return new TextureStorage11_2D(this, swapChain11);
    }
    
    TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
    {
        return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
    }
    
    TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
    {
        return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
    }
    
    static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
    {
        if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
            destFormat   == GL_ALPHA &&
            destType     == GL_UNSIGNED_BYTE)
        {
            return 1;
        }
        else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
                 destFormat   == GL_RGBA &&
                 destType     == GL_UNSIGNED_BYTE)
        {
            return 4;
        }
        else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
                 destFormat   == GL_BGRA_EXT &&
                 destType     == GL_UNSIGNED_BYTE)
        {
            return 4;
        }
        else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
                 destFormat   == GL_RGBA &&
                 destType     == GL_HALF_FLOAT_OES)
        {
            return 8;
        }
        else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
                 destFormat   == GL_RGB &&
                 destType     == GL_FLOAT)
        {
            return 12;
        }
        else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
                 destFormat   == GL_RGBA &&
                 destType     == GL_FLOAT)
        {
            return 16;
        }
        else
        {
            return 0;
        }
    }
    
    static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
                                      unsigned int y, int inputPitch, gl::Color *outColor)
    {
        switch (format)
        {
          case DXGI_FORMAT_R8G8B8A8_UNORM:
            {
                unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
                outColor->red =   (rgba & 0xFF000000) * (1.0f / 0xFF000000);
                outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
                outColor->blue =  (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
                outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
            }
            break;
    
          case DXGI_FORMAT_A8_UNORM:
            {
                outColor->red =   0.0f;
                outColor->green = 0.0f;
                outColor->blue =  0.0f;
                outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
            }
            break;
    
          case DXGI_FORMAT_R32G32B32A32_FLOAT:
            {
                outColor->red =   *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
                outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
                outColor->blue =  *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
                outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
            }
            break;
    
          case DXGI_FORMAT_R32G32B32_FLOAT:
            {
                outColor->red =   *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
                outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
                outColor->blue =  *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
                outColor->alpha = 1.0f;
            }
            break;
    
          case DXGI_FORMAT_R16G16B16A16_FLOAT:
            {
                outColor->red =   gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
                outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
                outColor->blue =  gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
                outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
            }
            break;
    
          case DXGI_FORMAT_B8G8R8A8_UNORM:
            {
                unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
                outColor->red =   (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
                outColor->blue =  (bgra & 0xFF000000) * (1.0f / 0xFF000000);
                outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
                outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
            }
            break;
    
          case DXGI_FORMAT_R8_UNORM:
            {
                outColor->red =   *(data + x + y * inputPitch) / 255.0f;
                outColor->green = 0.0f;
                outColor->blue =  0.0f;
                outColor->alpha = 1.0f;
            }
            break;
    
          case DXGI_FORMAT_R8G8_UNORM:
            {
                unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
    
                outColor->red =   (rg & 0xFF00) * (1.0f / 0xFF00);
                outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
                outColor->blue =  0.0f;
                outColor->alpha = 1.0f;
            }
            break;
    
          case DXGI_FORMAT_R16_FLOAT:
            {
                outColor->red =   gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
                outColor->green = 0.0f;
                outColor->blue =  0.0f;
                outColor->alpha = 1.0f;
            }
            break;
    
          case DXGI_FORMAT_R16G16_FLOAT:
            {
                outColor->red =   gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
                outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
                outColor->blue =  0.0f;
                outColor->alpha = 1.0f;
            }
            break;
    
          default:
            ERR("ReadPixelColor not implemented for DXGI format %u.", format);
            UNIMPLEMENTED();
            break;
        }
    }
    
    static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
                                       unsigned int y, int outputPitch, void *outData)
    {
        unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
        unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
    
        switch (format)
        {
          case GL_RGBA:
            switch (type)
            {
              case GL_UNSIGNED_BYTE:
                byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red   + 0.5f);
                byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
                byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue  + 0.5f);
                byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
                break;
    
              default:
                ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
                UNIMPLEMENTED();
                break;
            }
            break;
    
          case GL_BGRA_EXT:
            switch (type)
            {
              case GL_UNSIGNED_BYTE:
                byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue  + 0.5f);
                byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
                byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red   + 0.5f);
                byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
                break;
    
              case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
                // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                // this type is packed as follows:
                //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                //  --------------------------------------------------------------------------------
                // |       4th         |        3rd         |        2nd        |   1st component   |
                //  --------------------------------------------------------------------------------
                // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                shortData[x + y * outputPitch / sizeof(unsigned short)] =
                    (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
                    (static_cast<unsigned short>(15 * color.red   + 0.5f) <<  8) |
                    (static_cast<unsigned short>(15 * color.green + 0.5f) <<  4) |
                    (static_cast<unsigned short>(15 * color.blue  + 0.5f) <<  0);
                break;
    
              case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
                // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
                // this type is packed as follows:
                //   15   14   13   12   11   10    9    8    7    6    5    4    3    2    1    0
                //  --------------------------------------------------------------------------------
                // | 4th |          3rd           |           2nd          |      1st component     |
                //  --------------------------------------------------------------------------------
                // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
                shortData[x + y * outputPitch / sizeof(unsigned short)] =
                    (static_cast<unsigned short>(     color.alpha + 0.5f) << 15) |
                    (static_cast<unsigned short>(31 * color.red   + 0.5f) << 10) |
                    (static_cast<unsigned short>(31 * color.green + 0.5f) <<  5) |
                    (static_cast<unsigned short>(31 * color.blue  + 0.5f) <<  0);
                break;
    
              default:
                ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
                UNIMPLEMENTED();
                break;
            }
            break;
    
          case GL_RGB:
            switch (type)
            {
              case GL_UNSIGNED_SHORT_5_6_5:
                shortData[x + y * outputPitch / sizeof(unsigned short)] =
                    (static_cast<unsigned short>(31 * color.blue  + 0.5f) <<  0) |
                    (static_cast<unsigned short>(63 * color.green + 0.5f) <<  5) |
                    (static_cast<unsigned short>(31 * color.red   + 0.5f) << 11);
                break;
    
              case GL_UNSIGNED_BYTE:
                byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red +   0.5f);
                byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
                byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue +  0.5f);
                break;
    
              default:
                ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
                UNIMPLEMENTED();
                break;
            }
            break;
    
          default:
            ERR("WritePixelColor not implemented for format 0x%X.", format);
            UNIMPLEMENTED();
            break;
        }
    }
    
    void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
                                     GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
                                     GLint packAlignment, void *pixels)
    {
        D3D11_TEXTURE2D_DESC textureDesc;
        texture->GetDesc(&textureDesc);
    
        D3D11_TEXTURE2D_DESC stagingDesc;
        stagingDesc.Width = area.width;
        stagingDesc.Height = area.height;
        stagingDesc.MipLevels = 1;
        stagingDesc.ArraySize = 1;
        stagingDesc.Format = textureDesc.Format;
        stagingDesc.SampleDesc.Count = 1;
        stagingDesc.SampleDesc.Quality = 0;
        stagingDesc.Usage = D3D11_USAGE_STAGING;
        stagingDesc.BindFlags = 0;
        stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
        stagingDesc.MiscFlags = 0;
    
        ID3D11Texture2D* stagingTex = NULL;
        HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
        if (FAILED(result))
        {
            ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
            return;
        }
    
        ID3D11Texture2D* srcTex = NULL;
        if (textureDesc.SampleDesc.Count > 1)
        {
            D3D11_TEXTURE2D_DESC resolveDesc;
            resolveDesc.Width = textureDesc.Width;
            resolveDesc.Height = textureDesc.Height;
            resolveDesc.MipLevels = 1;
            resolveDesc.ArraySize = 1;
            resolveDesc.Format = textureDesc.Format;
            resolveDesc.SampleDesc.Count = 1;
            resolveDesc.SampleDesc.Quality = 0;
            resolveDesc.Usage = D3D11_USAGE_DEFAULT;
            resolveDesc.BindFlags = 0;
            resolveDesc.CPUAccessFlags = 0;
            resolveDesc.MiscFlags = 0;
    
            result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
            if (FAILED(result))
            {
                ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
                stagingTex->Release();
                return;
            }
    
            mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
            subResource = 0;
        }
        else
        {
            srcTex = texture;
            srcTex->AddRef();
        }
    
        D3D11_BOX srcBox;
        srcBox.left = area.x;
        srcBox.right = area.x + area.width;
        srcBox.top = area.y;
        srcBox.bottom = area.y + area.height;
        srcBox.front = 0;
        srcBox.back = 1;
    
        mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
    
        srcTex->Release();
        srcTex = NULL;
    
        D3D11_MAPPED_SUBRESOURCE mapping;
        mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
    
        unsigned char *source;
        int inputPitch;
        if (packReverseRowOrder)
        {
            source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
            inputPitch = -static_cast<int>(mapping.RowPitch);
        }
        else
        {
            source = static_cast<unsigned char*>(mapping.pData);
            inputPitch = static_cast<int>(mapping.RowPitch);
        }
    
        unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
        if (fastPixelSize != 0)
        {
            unsigned char *dest = static_cast<unsigned char*>(pixels);
            for (int j = 0; j < area.height; j++)
            {
                memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
            }
        }
        else
        {
            gl::Color pixelColor;
            for (int j = 0; j < area.height; j++)
            {
                for (int i = 0; i < area.width; i++)
                {
                    readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
                    writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
                }
            }
        }
    
        mDeviceContext->Unmap(stagingTex, 0);
    
        stagingTex->Release();
        stagingTex = NULL;
    }
    
    }