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

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  • Author : daniel@transgaming.com
    Date : 2012-11-28 21:05:15
    Hash : d4b2db25
    Message : Implement Renderer11::applyShaders. TRAC #22153 Signed-off-by: Daniel Koch Signed-off-by: Geoff Lang Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1541 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/Renderer11.cpp
  • //
    // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
    
    #include "common/debug.h"
    #include "libGLESv2/main.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/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 "libEGL/Config.h"
    #include "libEGL/Display.h"
    
    #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
    #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
    #endif
    
    namespace rx
    {
    static const DXGI_FORMAT RenderTargetFormats[] =
        {
            DXGI_FORMAT_R8G8B8A8_UNORM
        };
    
    static const DXGI_FORMAT DepthStencilFormats[] =
        {
            DXGI_FORMAT_D24_UNORM_S8_UINT
        };
    
    Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
    {
        mD3d11Module = NULL;
        mDxgiModule = NULL;
        mD3dCompilerModule = NULL;
    
        mDeviceLost = false;
    
        mDevice = NULL;
        mDeviceContext = NULL;
        mDxgiAdapter = NULL;
        mDxgiFactory = NULL;
    }
    
    Renderer11::~Renderer11()
    {
        releaseDeviceResources();
    
        if (mDxgiFactory)
        {
            mDxgiFactory->Release();
            mDxgiFactory = NULL;
        }
    
        if (mDxgiAdapter)
        {
            mDxgiAdapter->Release();
            mDxgiAdapter = NULL;
        }
    
        if (mDeviceContext)
        {
            mDeviceContext->Release();
            mDeviceContext = NULL;
        }
    
        if (mDevice)
        {
            mDevice->Release();
            mDevice = NULL;
        }
    
        if (mD3d11Module)
        {
            FreeLibrary(mD3d11Module);
            mD3d11Module = NULL;
        }
    
        if (mDxgiModule)
        {
            FreeLibrary(mDxgiModule);
            mDxgiModule = NULL;
        }
    
        if (mD3dCompilerModule)
        {
            FreeLibrary(mD3dCompilerModule);
            mD3dCompilerModule = NULL;
        }
    }
    
    Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
    {
        ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
        return static_cast<rx::Renderer11*>(renderer);
    }
    
    EGLint Renderer11::initialize()
    {
        mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
        mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
    
        if (mD3d11Module == NULL || mDxgiModule == NULL)
        {
            ERR("Could not load D3D11 or DXGI library - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
    
        if (D3D11CreateDevice == NULL)
        {
            ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
        
        D3D_FEATURE_LEVEL featureLevel[] = 
        {
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1,
            D3D_FEATURE_LEVEL_10_0,
        };
            
        HRESULT result = D3D11CreateDevice(NULL,
                                           D3D_DRIVER_TYPE_HARDWARE,
                                           NULL,
                                           #if defined(_DEBUG)
                                           D3D11_CREATE_DEVICE_DEBUG,
                                           #else
                                           0,
                                           #endif
                                           featureLevel,
                                           sizeof(featureLevel)/sizeof(featureLevel[0]),
                                           D3D11_SDK_VERSION,
                                           &mDevice,
                                           &mFeatureLevel,
                                           &mDeviceContext);
        
        if (!mDevice || FAILED(result))
        {
            ERR("Could not create D3D11 device - aborting!\n");
            return EGL_NOT_INITIALIZED;   // Cleanup done by destructor through glDestroyRenderer
        }
    
        IDXGIDevice *dxgiDevice = NULL;
        result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
    
        if (FAILED(result))
        {
            ERR("Could not query DXGI device - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
    
        if (FAILED(result))
        {
            ERR("Could not retrieve DXGI adapter - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
        dxgiDevice->Release();
    
        mDxgiAdapter->GetDesc(&mAdapterDescription);
        memset(mDescription, 0, sizeof(mDescription));
        wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
    
        result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
    
        if (!mDxgiFactory || FAILED(result))
        {
            ERR("Could not create DXGI factory - aborting!\n");
            return EGL_NOT_INITIALIZED;
        }
    
    #if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
        // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
        static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
    
        for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
        {
            if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
            {
                break;
            }
        }
    #else
        // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
        mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
    #endif  // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
    
        if (!mD3dCompilerModule)
        {
            terminate();
            return false;
        }
    
        mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
        ASSERT(mD3DCompileFunc);
    
        initializeDevice();
    
        return EGL_SUCCESS;
    }
    
    // do any one-time device initialization
    // NOTE: this is also needed after a device lost/reset
    // to reset the scene status and ensure the default states are reset.
    void Renderer11::initializeDevice()
    {
        mStateCache.initialize(mDevice);
    
        markAllStateDirty();
    
        // Permanent non-default states
        // TODO
        // UNIMPLEMENTED();
    }
    
    int Renderer11::generateConfigs(ConfigDesc **configDescList)
    {
        unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
        unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
        (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
        int numConfigs = 0;
        
        for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
        {
            for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
            {
                DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
    
                UINT formatSupport = 0;
                HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
                
                if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
                {
                    DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
    
                    UINT formatSupport = 0;
                    HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
    
                    if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
                    {
                        ConfigDesc newConfig;
                        newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
                        newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
                        newConfig.multiSample = 0;     // FIXME: enumerate multi-sampling
                        newConfig.fastConfig = true;   // Assume all DX11 format conversions to be fast
    
                        (*configDescList)[numConfigs++] = newConfig;
                    }
                }
            }
        }
    
        return numConfigs;
    }
    
    void Renderer11::deleteConfigs(ConfigDesc *configDescList)
    {
        delete [] (configDescList);
    }
    
    void Renderer11::sync(bool block)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
    {
        return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
    }
    
    void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
    {
        if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
        {
            ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
            if (!dxRasterState)
            {
                ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
                    "rasterizer state.");
            }
    
            mDeviceContext->RSSetState(dxRasterState);
    
            if (dxRasterState)
            {
                dxRasterState->Release();
            }
            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);
    
            if (dxBlendState)
            {
                dxBlendState->Release();
            }
            mCurBlendState = blendState;
            mCurBlendColor = blendColor;
            mCurSampleMask = sampleMask;
        }
    
        mForceSetBlendState = false;
    }
    
    void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
                                          int stencilBackRef, bool frontFaceCCW)
    {
        if (mForceSetDepthStencilState ||
            memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
            stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
        {
            if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
                stencilRef != stencilBackRef ||
                depthStencilState.stencilMask != depthStencilState.stencilBackMask)
            {
                ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
                    "invalid under WebGL.");
                return error(GL_INVALID_OPERATION);
            }
    
            ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
            if (!dxDepthStencilState)
            {
                ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
                    "setting the default depth stencil state.");
            }
    
            mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
    
            if (dxDepthStencilState)
            {
                dxDepthStencilState->Release();
            }
            mCurDepthStencilState = depthStencilState;
            mCurStencilRef = stencilRef;
            mCurStencilBackRef = stencilBackRef;
        }
    
        mForceSetDepthStencilState = false;
    }
    
    void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
    {
        if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
        {
            D3D11_RECT rect;
            rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
            rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
            rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
            rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
    
            mDeviceContext->RSSetScissorRects(1, &rect);
    
            mCurScissor = scissor;
        }
    
        mForceSetScissor = false;
    }
    
    bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
                                 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
    {
        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;
        }
    
        if (currentProgram && (viewportChanged || forceSetUniforms))
        {
            GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
            GLfloat xy[2] = { 0.0f, 0.0f };
            currentProgram->setUniform2fv(halfPixelSize, 1, xy);
    
            // These values are used for computing gl_FragCoord in Program::linkVaryings().
            GLint coord = currentProgram->getDxCoordLocation();
            GLfloat whxy[4] = { actualViewport.width  * 0.5f,
                                actualViewport.height * 0.5f,
                                actualViewport.x + (actualViewport.width  * 0.5f),
                                actualViewport.y + (actualViewport.height * 0.5f) };
            currentProgram->setUniform4fv(coord, 1, whxy);
    
            GLint depth = currentProgram->getDxDepthLocation();
            GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
            currentProgram->setUniform2fv(depth, 1, dz);
    
            GLint depthRange = currentProgram->getDxDepthRangeLocation();
            GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
            currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
        }
    
        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:      UNIMPLEMENTED();   /* TODO */                              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;
          case GL_TRIANGLE_FAN:   UNIMPLEMENTED();   /* TODO */                              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)
    {
        // TODO: Create/update vertex buffers for arbitrary GL attributes
        ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0);   // UNIMPLEMENTED();
    
        UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
        UINT size = stride * count;
    
        D3D11_BUFFER_DESC vertexBufferDescription = {0};
        vertexBufferDescription.ByteWidth = size;
        vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
        vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        vertexBufferDescription.MiscFlags = 0;
        vertexBufferDescription.StructureByteStride = 0;
    
        ID3D11Buffer *vertexBuffer = NULL;
        HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
        ASSERT(SUCCEEDED(result));
    
        D3D11_MAPPED_SUBRESOURCE map;
        result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
        ASSERT(SUCCEEDED(result));
        memcpy(map.pData, vertexAttributes[0].mPointer, size);
        mDeviceContext->Unmap(vertexBuffer, 0);
    
        UINT offset = 0;
        mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
        vertexBuffer->Release();
    
        // TODO: Build the input layout from the (translated) attribute information
        D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
        {
            {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
        };
    
        ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
    
        ID3D11InputLayout *inputLayout = NULL;
        result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
        ASSERT(SUCCEEDED(result));
        
        mDeviceContext->IASetInputLayout(inputLayout);
        inputLayout->Release();   // TODO: Build a cache of input layouts
    
        return GL_NO_ERROR;
    }
    
    GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
    {
        // TODO
        UNIMPLEMENTED();
    
        return GL_OUT_OF_MEMORY;
    }
    
    void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
    {
        // TODO
        UNIMPLEMENTED();
    }
    
    void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
    {
        ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
        ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
    
        ID3D11VertexShader *vertexShader = NULL;
        if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
    
        ID3D11PixelShader *pixelShader = NULL;
        if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
    
        mDeviceContext->PSSetShader(pixelShader, NULL, 0);
        mDeviceContext->VSSetShader(vertexShader, NULL, 0);
        programBinary->dirtyAllUniforms();
    }
    
    void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
    {
        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;
                }
    
                if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
                    mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
                    mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
                {
                    // TODO: clearing of subregion of render target
                    UNIMPLEMENTED();
                }
    
                bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
                const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
                                                  !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
                                                   clearParams.colorMaskBlue && alphaUnmasked);
    
                if (needMaskedColorClear)
                {
                    // TODO: masked color clearing
                    UNIMPLEMENTED();
                }
                else
                {
                    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->getRenderTarget());
                if (!renderTarget)
                {
                    ERR("render target pointer unexpectedly null.");
                    return;
                }
    
                ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
                if (!framebufferDSV)
                {
                    ERR("depth stencil view pointer unexpectedly null.");
                    return;
                }
    
                if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
                    mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
                    mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
                {
                    // TODO: clearing of subregion of depth stencil view
                    UNIMPLEMENTED();
                }
    
                unsigned int stencilUnmasked = 0x0;
                if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
                {
                    unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
                    stencilUnmasked = (0x1 << stencilSize) - 1;
                }
    
                const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
                                                    (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
    
                if (needMaskedStencilClear)
                {
                    // TODO: masked clearing of depth stencil
                    UNIMPLEMENTED();
                }
                else
                {
                    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::markAllStateDirty()
    {
        mDepthStencilInitialized = false;
        mRenderTargetDescInitialized = false;
    
        mForceSetBlendState = true;
        mForceSetRasterState = true;
        mForceSetDepthStencilState = true;
        mForceSetScissor = true;
        mForceSetViewport = true;
    }
    
    void Renderer11::releaseDeviceResources()
    {
        // TODO
        // UNIMPLEMENTED();
        mStateCache.clear();
    }
    
    void Renderer11::markDeviceLost()
    {
        mDeviceLost = true;
    }
    
    bool Renderer11::isDeviceLost()
    {
        return mDeviceLost;
    }
    
    // set notify to true to broadcast a message to all contexts of the device loss
    bool Renderer11::testDeviceLost(bool notify)
    {
        bool isLost = false;
    
        // TODO
        //UNIMPLEMENTED();
    
        if (isLost)
        {
            // ensure we note the device loss --
            // we'll probably get this done again by markDeviceLost
            // but best to remember it!
            // Note that we don't want to clear the device loss status here
            // -- this needs to be done by resetDevice
            mDeviceLost = true;
            if (notify)
            {
                mDisplay->notifyDeviceLost();
            }
        }
    
        return isLost;
    }
    
    bool Renderer11::testDeviceResettable()
    {
        HRESULT status = D3D_OK;
    
        // TODO
        UNIMPLEMENTED();
    
        switch (status)
        {
          case D3DERR_DEVICENOTRESET:
          case D3DERR_DEVICEHUNG:
            return true;
          default:
            return false;
        }
    }
    
    bool Renderer11::resetDevice()
    {
        releaseDeviceResources();
    
        // TODO
        UNIMPLEMENTED();
    
        // reset device defaults
        initializeDevice();
        mDeviceLost = false;
    
        return true;
    }
    
    DWORD Renderer11::getAdapterVendor() const
    {
        return mAdapterDescription.VendorId;
    }
    
    const char *Renderer11::getAdapterDescription() const
    {
        return mDescription;
    }
    
    GUID Renderer11::getAdapterIdentifier() const
    {
        // TODO
        // UNIMPLEMENTED();
        GUID foo = {0};
        return foo;
    }
    
    bool Renderer11::getDXT1TextureSupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getDXT3TextureSupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getDXT5TextureSupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getDepthTextureSupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
    {
        // TODO
        // UNIMPLEMENTED();
    
        *filtering = false;
        *renderable = false;
        return false;
    }
    
    bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
    {
        // TODO
        // UNIMPLEMENTED();
    
        *filtering = false;
        *renderable = false;
        return false;
    }
    
    bool Renderer11::getLuminanceTextureSupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getLuminanceAlphaTextureSupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getTextureFilterAnisotropySupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    float Renderer11::getTextureMaxAnisotropy() const
    {
        // TODO
        // UNIMPLEMENTED();
        return 1.0f;
    }
    
    bool Renderer11::getEventQuerySupport()
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getVertexTextureSupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getNonPower2TextureSupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getOcclusionQuerySupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getInstancingSupport() const
    {
        // TODO
        // UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::getShareHandleSupport() const
    {
        // TODO
        // UNIMPLEMENTED();
    
        // PIX doesn't seem to support using share handles, so disable them.
        return false && !gl::perfActive();
    }
    
    int Renderer11::getMajorShaderModel() const
    {
        switch (mFeatureLevel)
        {
          case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION;   // 5
          case D3D_FEATURE_LEVEL_10_1:
          case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION;   // 4
          default: UNREACHABLE();      return 0;
        }
    }
    
    float Renderer11::getMaxPointSize() const
    {
        // TODO
        // UNIMPLEMENTED();
        return 1.0f;
    }
    
    int Renderer11::getMaxTextureWidth() const
    {
        switch (mFeatureLevel)
        {
          case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 16384
          case D3D_FEATURE_LEVEL_10_1:
          case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 8192
          default: UNREACHABLE();      return 0;
        }
    }
    
    int Renderer11::getMaxTextureHeight() const
    {
        switch (mFeatureLevel)
        {
          case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 16384
          case D3D_FEATURE_LEVEL_10_1:
          case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 8192
          default: UNREACHABLE();      return 0;
        }
    }
    
    bool Renderer11::get32BitIndexSupport() const
    {
        switch (mFeatureLevel)
        {
          case D3D_FEATURE_LEVEL_11_0: 
          case D3D_FEATURE_LEVEL_10_1:
          case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32;   // true
          default: UNREACHABLE();      return false;
        }
    }
    
    int Renderer11::getMinSwapInterval() const
    {
        return 0;
    }
    
    int Renderer11::getMaxSwapInterval() const
    {
        return 4;
    }
    
    int Renderer11::getMaxSupportedSamples() const
    {
        // TODO
        // UNIMPLEMENTED();
        return 1;
    }
    
    bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
    {
        // TODO
        UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
    {
        // TODO
        UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
                               GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
    {
        // TODO
        UNIMPLEMENTED();
        return false;
    }
    
    bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
                               GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
    {
        // TODO
        UNIMPLEMENTED();
        return false;
    }
    
    RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
    {
        SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); 
        RenderTarget11 *renderTarget = NULL;
        if (depth)
        {
            renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
        }
        else
        {
            renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
        }
        return renderTarget;
    }
    
    RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
    {
        // TODO
        UNIMPLEMENTED();
        return NULL;
    }
    
    ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
    {
        ShaderExecutable11 *executable = NULL;
    
        switch (type)
        {
          case GL_VERTEX_SHADER:
            {
                ID3D11VertexShader *vshader = NULL;
                HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
                ASSERT(SUCCEEDED(result));
    
                if (vshader)
                {
                    executable = new ShaderExecutable11(function, length, vshader);
                }
            }
            break;
          case GL_FRAGMENT_SHADER:
            {
                ID3D11PixelShader *pshader = NULL;
                HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
                ASSERT(SUCCEEDED(result));
    
                if (pshader)
                {
                    executable = new ShaderExecutable11(function, length, pshader);
                }
            }
            break;
          default:
            UNREACHABLE();
            break;
        }
    
        return executable;
    }
    
    ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
    {
        const char *profile = NULL;
    
        switch (type)
        {
          case GL_VERTEX_SHADER:
            profile = "vs_4_0";
            break;
          case GL_FRAGMENT_SHADER:
            profile = "ps_4_0";
            break;
          default:
            UNREACHABLE();
            return NULL;
        }
    
        ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
        if (!binary)
            return NULL;
    
        ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
        binary->Release();
    
        return executable;
    }
    
    // Compiles the HLSL code of the attached shaders into executable binaries
    ID3DBlob *Renderer11::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile)
    {
        if (!hlsl)
        {
            return NULL;
        }
    
        HRESULT result = S_OK;
        UINT flags = 0;
        std::string sourceText;
        if (gl::perfActive())
        {
            flags |= D3DCOMPILE_DEBUG;
    #ifdef NDEBUG
            flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
    #else
            flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
    #endif
    
            std::string sourcePath = getTempPath();
            sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
            writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
        }
        else
        {
            flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
            sourceText = hlsl;
        }
    
        // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
        // Try the default flags first and if compilation fails, try some alternatives.
        const static UINT extraFlags[] =
        {
            0,
        //  D3DCOMPILE_AVOID_FLOW_CONTROL,
        //  D3DCOMPILE_PREFER_FLOW_CONTROL
        };
    
        const static char * const extraFlagNames[] =
        {
            "default",
            "avoid flow control",
            "prefer flow control"
        };
    
        for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
        {
            ID3DBlob *errorMessage = NULL;
            ID3DBlob *binary = NULL;
            result = mD3DCompileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
                                     "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
            if (errorMessage)
            {
                const char *message = (const char*)errorMessage->GetBufferPointer();
    
                infoLog.appendSanitized(message);
                TRACE("\n%s", hlsl);
                TRACE("\n%s", message);
    
                errorMessage->Release();
                errorMessage = NULL;
            }
    
            if (SUCCEEDED(result))
            {
                return binary;
            }
            else
            {
                if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
                {
                    return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
                }
    
                infoLog.append("Warning: D3D shader compilation failed with ");
                infoLog.append(extraFlagNames[i]);
                infoLog.append(" flags.");
                if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
                {
                    infoLog.append(" Retrying with ");
                    infoLog.append(extraFlagNames[i + 1]);
                    infoLog.append(".\n");
                }
            }
        }
    
        return NULL;
    }
    
    bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
                              bool blitRenderTarget, bool blitDepthStencil)
    {
        // TODO
        UNIMPLEMENTED();
        return false;
    }
    
    void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
                                GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
    {
        // TODO
        UNIMPLEMENTED();
        return;
    }
    
    }