//
// Copyright (c) 2012-2014 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 "libANGLE/renderer/d3d/d3d11/Renderer11.h"

#include "common/utilities.h"
#include "common/tls.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Display.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Program.h"
#include "libANGLE/State.h"
#include "libANGLE/Surface.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/SurfaceD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libANGLE/renderer/d3d/d3d11/Query11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"

#include <sstream>
#include <EGL/eglext.h>

// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
#define ANGLE_SKIP_DXGI_1_2_CHECK 0
#endif

#ifdef _DEBUG
// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
// and conformance tests. to enable all warnings, remove this define.
#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
#endif

namespace rx
{

namespace
{

enum
{
    MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};

// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
static const uintptr_t DirtyPointer = static_cast<uintptr_t>(-1);

static bool ImageIndexConflictsWithSRV(const gl::ImageIndex *index, D3D11_SHADER_RESOURCE_VIEW_DESC desc)
{
    unsigned mipLevel = index->mipIndex;
    unsigned layerIndex = index->layerIndex;
    GLenum type = index->type;

    switch (desc.ViewDimension)
    {
      case D3D11_SRV_DIMENSION_TEXTURE2D:
        {
            unsigned maxSrvMip = desc.Texture2D.MipLevels + desc.Texture2D.MostDetailedMip;
            maxSrvMip = (desc.Texture2D.MipLevels == -1) ? INT_MAX : maxSrvMip;

            unsigned mipMin = index->mipIndex;
            unsigned mipMax = (layerIndex == -1) ? INT_MAX : layerIndex;

            return type == GL_TEXTURE_2D && RangeUI(mipMin, mipMax).intersects(RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip));
        }

      case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
        {
            unsigned maxSrvMip = desc.Texture2DArray.MipLevels + desc.Texture2DArray.MostDetailedMip;
            maxSrvMip = (desc.Texture2DArray.MipLevels == -1) ? INT_MAX : maxSrvMip;

            unsigned maxSlice = desc.Texture2DArray.FirstArraySlice + desc.Texture2DArray.ArraySize;

            // Cube maps can be mapped to Texture2DArray SRVs
            return (type == GL_TEXTURE_2D_ARRAY || gl::IsCubeMapTextureTarget(type)) &&
                   desc.Texture2DArray.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip &&
                   desc.Texture2DArray.FirstArraySlice <= layerIndex && layerIndex < maxSlice;
        }

      case D3D11_SRV_DIMENSION_TEXTURECUBE:
        {
            unsigned maxSrvMip = desc.TextureCube.MipLevels + desc.TextureCube.MostDetailedMip;
            maxSrvMip = (desc.TextureCube.MipLevels == -1) ? INT_MAX : maxSrvMip;

            return gl::IsCubeMapTextureTarget(type) &&
                   desc.TextureCube.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
        }

      case D3D11_SRV_DIMENSION_TEXTURE3D:
        {
            unsigned maxSrvMip = desc.Texture3D.MipLevels + desc.Texture3D.MostDetailedMip;
            maxSrvMip = (desc.Texture3D.MipLevels == -1) ? INT_MAX : maxSrvMip;

            return type == GL_TEXTURE_3D &&
                   desc.Texture3D.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
        }
      default:
        // We only handle the cases corresponding to valid image indexes
        UNIMPLEMENTED();
    }

    return false;
}

// Does *not* increment the resource ref count!!
ID3D11Resource *GetViewResource(ID3D11View *view)
{
    ID3D11Resource *resource = NULL;
    ASSERT(view);
    view->GetResource(&resource);
    resource->Release();
    return resource;
}

}

Renderer11::Renderer11(egl::Display *display)
    : RendererD3D(display),
      mStateCache(this),
      mDebug(nullptr)
{
    // Initialize global annotator
    gl::InitializeDebugAnnotations(&mAnnotator);

    mVertexDataManager = NULL;
    mIndexDataManager = NULL;

    mLineLoopIB = NULL;
    mTriangleFanIB = NULL;

    mBlit = NULL;
    mPixelTransfer = NULL;

    mClear = NULL;

    mTrim = NULL;

    mSyncQuery = NULL;

    mD3d11Module = NULL;
    mDxgiModule = NULL;

    mDevice = NULL;
    mDeviceContext = NULL;
    mDeviceContext1 = NULL;
    mDxgiAdapter = NULL;
    mDxgiFactory = NULL;

    mDriverConstantBufferVS = NULL;
    mDriverConstantBufferPS = NULL;

    mAppliedVertexShader = NULL;
    mAppliedGeometryShader = NULL;
    mAppliedPixelShader = NULL;

    mAppliedNumXFBBindings = static_cast<size_t>(-1);

    const auto &attributes = mDisplay->getAttributeMap();

    EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
    EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);

    if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
    {
        if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
        {
            mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
        }
    }

    if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
    {
        if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
        {
            mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
        }
        if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
        {
            mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
        }
    }

    if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
    {
        mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
    }

    EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
                                                EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
    switch (requestedDeviceType)
    {
      case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
        mDriverType = D3D_DRIVER_TYPE_HARDWARE;
        break;

      case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
        mDriverType = D3D_DRIVER_TYPE_WARP;
        break;

      case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
        mDriverType = D3D_DRIVER_TYPE_REFERENCE;
        break;

      case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
        mDriverType = D3D_DRIVER_TYPE_NULL;
        break;

      default:
        UNREACHABLE();
    }
}

Renderer11::~Renderer11()
{
    release();
}

Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
{
    ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
    return static_cast<Renderer11*>(renderer);
}

#ifndef __d3d11_1_h__
#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
#endif

egl::Error Renderer11::initialize()
{
    if (!mCompiler.initialize())
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_COMPILER_ERROR,
                          "Failed to initialize compiler.");
    }

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
    mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
    mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));

    if (mD3d11Module == NULL || mDxgiModule == NULL)
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_MISSING_DEP,
                          "Could not load D3D11 or DXGI library.");
    }

    // create the D3D11 device
    ASSERT(mDevice == NULL);
    PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");

    if (D3D11CreateDevice == NULL)
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_MISSING_DEP,
                          "Could not retrieve D3D11CreateDevice address.");
    }
#endif

    HRESULT result = S_OK;
#ifdef _DEBUG
    result = D3D11CreateDevice(NULL,
                               mDriverType,
                               NULL,
                               D3D11_CREATE_DEVICE_DEBUG,
                               mAvailableFeatureLevels.data(),
                               mAvailableFeatureLevels.size(),
                               D3D11_SDK_VERSION,
                               &mDevice,
                               &mFeatureLevel,
                               &mDeviceContext);

    if (!mDevice || FAILED(result))
    {
        ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
    }

    if (!mDevice || FAILED(result))
#endif
    {
        result = D3D11CreateDevice(NULL,
                                   mDriverType,
                                   NULL,
                                   0,
                                   mAvailableFeatureLevels.data(),
                                   mAvailableFeatureLevels.size(),
                                   D3D11_SDK_VERSION,
                                   &mDevice,
                                   &mFeatureLevel,
                                   &mDeviceContext);

        if (result == E_INVALIDARG)
        {
            // Cleanup done by destructor through glDestroyRenderer
            return egl::Error(EGL_NOT_INITIALIZED,
                              D3D11_INIT_CREATEDEVICE_INVALIDARG,
                              "Could not create D3D11 device.");
        }

        if (!mDevice || FAILED(result))
        {
            // Cleanup done by destructor through glDestroyRenderer
            return egl::Error(EGL_NOT_INITIALIZED,
                              D3D11_INIT_CREATEDEVICE_ERROR,
                              "Could not create D3D11 device.");
        }
    }

#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
#if !ANGLE_SKIP_DXGI_1_2_CHECK
    // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
    // The easiest way to check is to query for a IDXGIDevice2.
    bool requireDXGI1_2 = false;
    HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
    if (hwnd)
    {
        DWORD currentProcessId = GetCurrentProcessId();
        DWORD wndProcessId;
        GetWindowThreadProcessId(hwnd, &wndProcessId);
        requireDXGI1_2 = (currentProcessId != wndProcessId);
    }
    else
    {
        requireDXGI1_2 = true;
    }

    if (requireDXGI1_2)
    {
        IDXGIDevice2 *dxgiDevice2 = NULL;
        result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
        if (FAILED(result))
        {
            return egl::Error(EGL_NOT_INITIALIZED,
                              D3D11_INIT_INCOMPATIBLE_DXGI,
                              "DXGI 1.2 required to present to HWNDs owned by another process.");
        }
        SafeRelease(dxgiDevice2);
    }
#endif
#endif

    // Cast the DeviceContext to a DeviceContext1.
    // This could fail on Windows 7 without the Platform Update.
    // Don't error in this case- just don't use mDeviceContext1.
    mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);

    IDXGIDevice *dxgiDevice = NULL;
    result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);

    if (FAILED(result))
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_OTHER_ERROR,
                          "Could not query DXGI device.");
    }

    result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);

    if (FAILED(result))
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_OTHER_ERROR,
                          "Could not retrieve DXGI adapter");
    }

    SafeRelease(dxgiDevice);

    IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);

    // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
    // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
    if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
    {
        DXGI_ADAPTER_DESC2 adapterDesc2 = {0};
        dxgiAdapter2->GetDesc2(&adapterDesc2);

        // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC).
        memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description));
        mAdapterDescription.VendorId = adapterDesc2.VendorId;
        mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
        mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
        mAdapterDescription.Revision = adapterDesc2.Revision;
        mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
        mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
        mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
        mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
    }
    else
    {
        mDxgiAdapter->GetDesc(&mAdapterDescription);
    }

    SafeRelease(dxgiAdapter2);

    memset(mDescription, 0, sizeof(mDescription));
    wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);

    result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);

    if (!mDxgiFactory || FAILED(result))
    {
        return egl::Error(EGL_NOT_INITIALIZED,
                          D3D11_INIT_OTHER_ERROR,
                          "Could not create DXGI factory.");
    }

    // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
    ID3D11InfoQueue *infoQueue;
    result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue),  (void **)&infoQueue);

    if (SUCCEEDED(result))
    {
        D3D11_MESSAGE_ID hideMessages[] =
        {
            D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
        };

        D3D11_INFO_QUEUE_FILTER filter = {0};
        filter.DenyList.NumIDs = ArraySize(hideMessages);
        filter.DenyList.pIDList = hideMessages;

        infoQueue->AddStorageFilterEntries(&filter);
        SafeRelease(infoQueue);
    }
#endif

#if !defined(NDEBUG)
    mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice);
#endif

    initializeDevice();

    return egl::Error(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);

    ASSERT(!mBlit);
    mBlit = new Blit11(this);

    ASSERT(!mClear);
    mClear = new Clear11(this);

    const auto &attributes = mDisplay->getAttributeMap();
    // If automatic trim is enabled, DXGIDevice3::Trim( ) is called for the application
    // automatically when an application is suspended by the OS. This feature is currently
    // only supported for Windows Store applications.
    EGLint enableAutoTrim = attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE);

    if (enableAutoTrim == EGL_TRUE)
    {
        ASSERT(!mTrim);
        mTrim = new Trim11(this);
    }

    ASSERT(!mPixelTransfer);
    mPixelTransfer = new PixelTransfer11(this);

    const gl::Caps &rendererCaps = getRendererCaps();

    mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
    mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);

    mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
    mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);

    mCurVertexSRVs.resize(rendererCaps.maxVertexTextureImageUnits);
    mCurPixelSRVs.resize(rendererCaps.maxTextureImageUnits);

    markAllStateDirty();
}

egl::ConfigSet Renderer11::generateConfigs() const
{
    static const GLenum colorBufferFormats[] =
    {
        GL_BGRA8_EXT,
        GL_RGBA8_OES,
    };

    static const GLenum depthStencilBufferFormats[] =
    {
        GL_NONE,
        GL_DEPTH24_STENCIL8_OES,
        GL_DEPTH_COMPONENT16,
    };

    const gl::Caps &rendererCaps = getRendererCaps();
    const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();

    egl::ConfigSet configs;
    for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
    {
        GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
        const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
        if (colorBufferFormatCaps.renderable)
        {
            for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
            {
                GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
                const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
                if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
                {
                    const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
                    const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);

                    egl::Config config;
                    config.renderTargetFormat = colorBufferInternalFormat;
                    config.depthStencilFormat = depthStencilBufferInternalFormat;
                    config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
                    config.redSize = colorBufferFormatInfo.redBits;
                    config.greenSize = colorBufferFormatInfo.greenBits;
                    config.blueSize = colorBufferFormatInfo.blueBits;
                    config.luminanceSize = colorBufferFormatInfo.luminanceBits;
                    config.alphaSize = colorBufferFormatInfo.alphaBits;
                    config.alphaMaskSize = 0;
                    config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
                    config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
                    config.colorBufferType = EGL_RGB_BUFFER;
                    config.configCaveat = EGL_NONE;
                    config.configID = static_cast<EGLint>(configs.size() + 1);
                    // Can only support a conformant ES2 with feature level greater than 10.0.
                    config.conformant = (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : EGL_NONE;
                    config.depthSize = depthStencilBufferFormatInfo.depthBits;
                    config.level = 0;
                    config.matchNativePixmap = EGL_NONE;
                    config.maxPBufferWidth = rendererCaps.max2DTextureSize;
                    config.maxPBufferHeight = rendererCaps.max2DTextureSize;
                    config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
                    config.maxSwapInterval = 4;
                    config.minSwapInterval = 0;
                    config.nativeRenderable = EGL_FALSE;
                    config.nativeVisualID = 0;
                    config.nativeVisualType = EGL_NONE;
                    // Can't support ES3 at all without feature level 10.0
                    config.renderableType = EGL_OPENGL_ES2_BIT | ((mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0);
                    config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
                    config.samples = 0;
                    config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
                    config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
                    config.transparentType = EGL_NONE;
                    config.transparentRedValue = 0;
                    config.transparentGreenValue = 0;
                    config.transparentBlueValue = 0;

                    configs.add(config);
                }
            }
        }
    }

    ASSERT(configs.size() > 0);
    return configs;
}

gl::Error Renderer11::flush()
{
    mDeviceContext->Flush();
    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::finish()
{
    HRESULT result;

    if (!mSyncQuery)
    {
        D3D11_QUERY_DESC queryDesc;
        queryDesc.Query = D3D11_QUERY_EVENT;
        queryDesc.MiscFlags = 0;

        result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
        ASSERT(SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result);
        }
    }

    mDeviceContext->End(mSyncQuery);
    mDeviceContext->Flush();

    do
    {
        result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
        }

        // Keep polling, but allow other threads to do something useful first
        ScheduleYield();

        if (testDeviceLost())
        {
            mDisplay->notifyDeviceLost();
            return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync.");
        }
    }
    while (result == S_FALSE);

    return gl::Error(GL_NO_ERROR);
}

SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
{
    return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
}

gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
{
    if (texture)
    {
        TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
        ASSERT(textureD3D);

        TextureStorage *texStorage = nullptr;
        gl::Error error = textureD3D->getNativeTexture(&texStorage);
        if (error.isError())
        {
            return error;
        }

        if (texStorage)
        {
            TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
            error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
                                                texture->getSamplerState().swizzleGreen,
                                                texture->getSamplerState().swizzleBlue,
                                                texture->getSamplerState().swizzleAlpha);
            if (error.isError())
            {
                return error;
            }
        }
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
{
    // Make sure to add the level offset for our tiny compressed texture workaround
    TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
    gl::SamplerState samplerStateInternal = samplerStateParam;

    TextureStorage *storage = nullptr;
    gl::Error error = textureD3D->getNativeTexture(&storage);
    if (error.isError())
    {
        return error;
    }

    // Storage should exist, texture should be complete
    ASSERT(storage);

    samplerStateInternal.baseLevel += storage->getTopLevel();

    if (type == gl::SAMPLER_PIXEL)
    {
        ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);

        if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
        {
            ID3D11SamplerState *dxSamplerState = NULL;
            error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
            if (error.isError())
            {
                return error;
            }

            ASSERT(dxSamplerState != NULL);
            mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);

            mCurPixelSamplerStates[index] = samplerStateInternal;
        }

        mForceSetPixelSamplerStates[index] = false;
    }
    else if (type == gl::SAMPLER_VERTEX)
    {
        ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);

        if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
        {
            ID3D11SamplerState *dxSamplerState = NULL;
            error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
            if (error.isError())
            {
                return error;
            }

            ASSERT(dxSamplerState != NULL);
            mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);

            mCurVertexSamplerStates[index] = samplerStateInternal;
        }

        mForceSetVertexSamplerStates[index] = false;
    }
    else UNREACHABLE();

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
    ID3D11ShaderResourceView *textureSRV = NULL;

    if (texture)
    {
        TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);

        TextureStorage *texStorage = nullptr;
        gl::Error error = textureImpl->getNativeTexture(&texStorage);
        if (error.isError())
        {
            return error;
        }

        // Texture should be complete and have a storage
        ASSERT(texStorage);

        TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);

        // Make sure to add the level offset for our tiny compressed texture workaround
        gl::SamplerState samplerState = texture->getSamplerState();
        samplerState.baseLevel += storage11->getTopLevel();

        error = storage11->getSRV(samplerState, &textureSRV);
        if (error.isError())
        {
            return error;
        }

        // 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);

        textureImpl->resetDirty();
    }

    ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
           (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));

    setShaderResource(type, index, textureSRV);

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
{
    for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
    {
        const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
        if (uniformBuffer)
        {
            Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
            ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);

            if (!constantBuffer)
            {
                return gl::Error(GL_OUT_OF_MEMORY);
            }

            if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
            {
                mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
                                                     1, &constantBuffer);
                mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
            }
        }
    }

    for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
    {
        const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
        if (uniformBuffer)
        {
            Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
            ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);

            if (!constantBuffer)
            {
                return gl::Error(GL_OUT_OF_MEMORY);
            }

            if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
            {
                mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
                                                     1, &constantBuffer);
                mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
            }
        }
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
{
    if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
    {
        ID3D11RasterizerState *dxRasterState = NULL;
        gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState);
        if (error.isError())
        {
            return error;
        }

        mDeviceContext->RSSetState(dxRasterState);

        mCurRasterState = rasterState;
    }

    mForceSetRasterState = false;

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
                                    unsigned int sampleMask)
{
    if (mForceSetBlendState ||
        memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
        memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
        sampleMask != mCurSampleMask)
    {
        ID3D11BlendState *dxBlendState = NULL;
        gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState);
        if (error.isError())
        {
            return error;
        }

        ASSERT(dxBlendState != NULL);

        float blendColors[4] = {0.0f};
        if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
            blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
        {
            blendColors[0] = blendColor.red;
            blendColors[1] = blendColor.green;
            blendColors[2] = blendColor.blue;
            blendColors[3] = blendColor.alpha;
        }
        else
        {
            blendColors[0] = blendColor.alpha;
            blendColors[1] = blendColor.alpha;
            blendColors[2] = blendColor.alpha;
            blendColors[3] = blendColor.alpha;
        }

        mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);

        mCurBlendState = blendState;
        mCurBlendColor = blendColor;
        mCurSampleMask = sampleMask;
    }

    mForceSetBlendState = false;

    return gl::Error(GL_NO_ERROR);
}

gl::Error 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)
    {
        ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
        ASSERT(stencilRef == stencilBackRef);
        ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);

        ID3D11DepthStencilState *dxDepthStencilState = NULL;
        gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
        if (error.isError())
        {
            return error;
        }

        ASSERT(dxDepthStencilState);

        // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
        // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
        static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK");
        static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK");
        UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);

        mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);

        mCurDepthStencilState = depthStencilState;
        mCurStencilRef = stencilRef;
        mCurStencilBackRef = stencilBackRef;
    }

    mForceSetDepthStencilState = false;

    return gl::Error(GL_NO_ERROR);
}

void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
{
    if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
        enabled != mScissorEnabled)
    {
        if (enabled)
        {
            D3D11_RECT rect;
            rect.left = std::max(0, scissor.x);
            rect.top = std::max(0, scissor.y);
            rect.right = scissor.x + std::max(0, scissor.width);
            rect.bottom = scissor.y + std::max(0, scissor.height);

            mDeviceContext->RSSetScissorRects(1, &rect);
        }

        if (enabled != mScissorEnabled)
        {
            mForceSetRasterState = true;
        }

        mCurScissor = scissor;
        mScissorEnabled = enabled;
    }

    mForceSetScissor = false;
}

void 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;
    }

    bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
                           actualZNear != mCurNear || actualZFar != mCurFar;

    if (viewportChanged)
    {
        const gl::Caps& caps = getRendererCaps();

        int dxMaxViewportBoundsX = static_cast<int>(caps.maxViewportWidth);
        int dxMaxViewportBoundsY = static_cast<int>(caps.maxViewportHeight);
        int dxMinViewportBoundsX = -dxMaxViewportBoundsX;
        int dxMinViewportBoundsY = -dxMaxViewportBoundsY;

        if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
        {
            // Feature Level 9 viewports shouldn't exceed the dimensions of the rendertarget.
            dxMaxViewportBoundsX = mRenderTargetDesc.width;
            dxMaxViewportBoundsY = mRenderTargetDesc.height;
            dxMinViewportBoundsX = 0;
            dxMinViewportBoundsY = 0;
        }

        int dxViewportTopLeftX = gl::clamp(actualViewport.x, dxMinViewportBoundsX, dxMaxViewportBoundsX);
        int dxViewportTopLeftY = gl::clamp(actualViewport.y, dxMinViewportBoundsY, dxMaxViewportBoundsY);
        int dxViewportWidth =    gl::clamp(actualViewport.width, 0, dxMaxViewportBoundsX - dxViewportTopLeftX);
        int dxViewportHeight =   gl::clamp(actualViewport.height, 0, dxMaxViewportBoundsY - dxViewportTopLeftY);

        D3D11_VIEWPORT dxViewport;
        dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
        dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
        dxViewport.Width =    static_cast<float>(dxViewportWidth);
        dxViewport.Height =   static_cast<float>(dxViewportHeight);
        dxViewport.MinDepth = actualZNear;
        dxViewport.MaxDepth = actualZFar;

        mDeviceContext->RSSetViewports(1, &dxViewport);

        mCurViewport = actualViewport;
        mCurNear = actualZNear;
        mCurFar = actualZFar;

        // On Feature Level 9_*, we must emulate large and/or negative viewports in the shaders using viewAdjust (like the D3D9 renderer).
        if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
        {
            mVertexConstants.viewAdjust[0] = static_cast<float>((actualViewport.width  - dxViewportWidth)  + 2 * (actualViewport.x - dxViewportTopLeftX)) / dxViewport.Width;
            mVertexConstants.viewAdjust[1] = static_cast<float>((actualViewport.height - dxViewportHeight) + 2 * (actualViewport.y - dxViewportTopLeftY)) / dxViewport.Height;
            mVertexConstants.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width;
            mVertexConstants.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height;
        }

        mPixelConstants.viewCoords[0] = actualViewport.width  * 0.5f;
        mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
        mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width  * 0.5f);
        mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);

        // Instanced pointsprite emulation requires ViewCoords to be defined in the
        // the vertex shader.
        mVertexConstants.viewCoords[0] = mPixelConstants.viewCoords[0];
        mVertexConstants.viewCoords[1] = mPixelConstants.viewCoords[1];
        mVertexConstants.viewCoords[2] = mPixelConstants.viewCoords[2];
        mVertexConstants.viewCoords[3] = mPixelConstants.viewCoords[3];

        mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
        mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;

        mVertexConstants.depthRange[0] = actualZNear;
        mVertexConstants.depthRange[1] = actualZFar;
        mVertexConstants.depthRange[2] = actualZFar - actualZNear;

        mPixelConstants.depthRange[0] = actualZNear;
        mPixelConstants.depthRange[1] = actualZFar;
        mPixelConstants.depthRange[2] = actualZFar - actualZNear;
    }

    mForceSetViewport = false;
}

bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
{
    D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;

    GLsizei minCount = 0;

    switch (mode)
    {
      case GL_POINTS:         primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;   minCount = 1; break;
      case GL_LINES:          primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;      minCount = 2; break;
      case GL_LINE_LOOP:      primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;     minCount = 2; break;
      case GL_LINE_STRIP:     primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;     minCount = 2; break;
      case GL_TRIANGLES:      primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;  minCount = 3; break;
      case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
          // emulate fans via rewriting index buffer
      case GL_TRIANGLE_FAN:   primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;  minCount = 3; break;
      default:
        UNREACHABLE();
        return false;
    }

    // If instanced pointsprite emulation is being used and  If gl_PointSize is used in the shader,
    // GL_POINTS mode is expected to render pointsprites.
    // Instanced PointSprite emulation requires that the topology to be D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST.
    if (mode == GL_POINTS && usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation)
    {
        primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
    }

    if (primitiveTopology != mCurrentPrimitiveTopology)
    {
        mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
        mCurrentPrimitiveTopology = primitiveTopology;
    }

    return count >= minCount;
}

void Renderer11::unsetConflictingSRVs(gl::SamplerType samplerType, uintptr_t resource, const gl::ImageIndex *index)
{
    auto &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);

    for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
    {
        auto &record = currentSRVs[resourceIndex];

        if (record.srv && record.resource == resource && ImageIndexConflictsWithSRV(index, record.desc))
        {
            setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
        }
    }
}

gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
{
    // Get the color render buffer and serial
    // Also extract the render target dimensions and view
    unsigned int renderTargetWidth = 0;
    unsigned int renderTargetHeight = 0;
    DXGI_FORMAT renderTargetFormat = DXGI_FORMAT_UNKNOWN;
    ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
    bool missingColorRenderTarget = true;

    const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
    const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(getWorkarounds());

    for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
    {
        gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];

        if (colorbuffer)
        {
            // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)

            // check for zero-sized default framebuffer, which is a special case.
            // in this case we do not wish to modify any state and just silently return false.
            // this will not report any gl error but will cause the calling method to return.
            if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
            {
                return gl::Error(GL_NO_ERROR);
            }

            // Extract the render target dimensions and view
            RenderTarget11 *renderTarget = NULL;
            gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
            if (error.isError())
            {
                return error;
            }
            ASSERT(renderTarget);

            framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
            ASSERT(framebufferRTVs[colorAttachment]);

            if (missingColorRenderTarget)
            {
                renderTargetWidth = renderTarget->getWidth();
                renderTargetHeight = renderTarget->getHeight();
                renderTargetFormat = renderTarget->getDXGIFormat();
                missingColorRenderTarget = false;
            }

            // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
            if (colorbuffer->type() == GL_TEXTURE)
            {
                uintptr_t rtResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferRTVs[colorAttachment]));
                const gl::ImageIndex *index = colorbuffer->getTextureImageIndex();
                ASSERT(index);
                // The index doesn't need to be corrected for the small compressed texture workaround
                // because a rendertarget is never compressed.
                unsetConflictingSRVs(gl::SAMPLER_VERTEX, rtResource, index);
                unsetConflictingSRVs(gl::SAMPLER_PIXEL, rtResource, index);
            }
        }
    }

    // Get the depth stencil buffers
    ID3D11DepthStencilView* framebufferDSV = NULL;
    gl::FramebufferAttachment *depthStencil = framebuffer->getDepthOrStencilbuffer();
    if (depthStencil)
    {
        RenderTarget11 *depthStencilRenderTarget = NULL;
        gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
        if (error.isError())
        {
            SafeRelease(framebufferRTVs);
            return error;
        }
        ASSERT(depthStencilRenderTarget);

        framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
        ASSERT(framebufferDSV);

        // If there is no render buffer, the width, height and format values come from
        // the depth stencil
        if (missingColorRenderTarget)
        {
            renderTargetWidth = depthStencilRenderTarget->getWidth();
            renderTargetHeight = depthStencilRenderTarget->getHeight();
            renderTargetFormat = depthStencilRenderTarget->getDXGIFormat();
        }

        // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
        if (depthStencil->type() == GL_TEXTURE)
        {
            uintptr_t depthStencilResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferDSV));
            const gl::ImageIndex *index = depthStencil->getTextureImageIndex();
            ASSERT(index);
            // The index doesn't need to be corrected for the small compressed texture workaround
            // because a rendertarget is never compressed.
            unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index);
            unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index);
        }
    }

    // Apply the render target and depth stencil
    if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
        memcmp(framebufferRTVs, mAppliedRTVs, sizeof(framebufferRTVs)) != 0 ||
        reinterpret_cast<uintptr_t>(framebufferDSV) != mAppliedDSV)
    {
        mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);

        mRenderTargetDesc.width = renderTargetWidth;
        mRenderTargetDesc.height = renderTargetHeight;
        mRenderTargetDesc.format = renderTargetFormat;
        mForceSetViewport = true;
        mForceSetScissor = true;
        mForceSetBlendState = true;

        if (!mDepthStencilInitialized)
        {
            mForceSetRasterState = true;
        }

        for (size_t rtIndex = 0; rtIndex < ArraySize(framebufferRTVs); rtIndex++)
        {
            mAppliedRTVs[rtIndex] = reinterpret_cast<uintptr_t>(framebufferRTVs[rtIndex]);
        }
        mAppliedDSV = reinterpret_cast<uintptr_t>(framebufferDSV);
        mRenderTargetDescInitialized = true;
        mDepthStencilInitialized = true;
    }

    const Framebuffer11 *framebuffer11 = GetImplAs<Framebuffer11>(framebuffer);
    gl::Error error = framebuffer11->invalidateSwizzles();
    if (error.isError())
    {
        return error;
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
{
    TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
    gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
    if (error.isError())
    {
        return error;
    }

    return mInputLayoutCache.applyVertexBuffers(attributes, mode, state.getProgram());
}

gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
{
    gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
    if (error.isError())
    {
        return error;
    }

    ID3D11Buffer *buffer = NULL;
    DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;

    if (indexInfo->storage)
    {
        Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
        buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
    }
    else
    {
        IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
        buffer = indexBuffer->getBuffer();
    }

    if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
    {
        mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);

        mAppliedIB = buffer;
        mAppliedIBFormat = bufferFormat;
        mAppliedIBOffset = indexInfo->startOffset;
    }

    return gl::Error(GL_NO_ERROR);
}

void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
{
    size_t numXFBBindings = 0;
    bool requiresUpdate = false;

    if (state.isTransformFeedbackActiveUnpaused())
    {
        numXFBBindings = state.getTransformFeedbackBufferIndexRange();
        ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);

        for (size_t i = 0; i < numXFBBindings; i++)
        {
            gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
            GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
            ID3D11Buffer *d3dBuffer = NULL;
            if (curXFBBuffer)
            {
                Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
                d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
            }

            // TODO: mAppliedTFBuffers and friends should also be kept in a vector.
            if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
            {
                requiresUpdate = true;
            }
        }
    }

    if (requiresUpdate || numXFBBindings != mAppliedNumXFBBindings)
    {
        for (size_t i = 0; i < numXFBBindings; ++i)
        {
            gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
            GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);

            if (curXFBBuffer)
            {
                Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
                ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);

                mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != curXFBOffset) ?
                                        static_cast<UINT>(curXFBOffset) : -1;
                mAppliedTFBuffers[i] = d3dBuffer;
            }
            else
            {
                mAppliedTFBuffers[i] = NULL;
                mCurrentD3DOffsets[i] = 0;
            }
            mAppliedTFOffsets[i] = curXFBOffset;
        }

        mAppliedNumXFBBindings = numXFBBindings;

        mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
    }
}

gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
{
    bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation;
    if (mode == GL_POINTS && data.state->isTransformFeedbackActiveUnpaused())
    {
        // Since point sprites are generated with a geometry shader, too many vertices will
        // be written if transform feedback is active.  To work around this, draw only the points
        // with the stream out shader and no pixel shader to feed the stream out buffers and then 
        // draw again with the point sprite geometry shader to rasterize the point sprites.

        mDeviceContext->PSSetShader(NULL, NULL, 0);

        if (instances > 0)
        {
            mDeviceContext->DrawInstanced(count, instances, 0, 0);
        }
        else
        {
            mDeviceContext->Draw(count, 0);
        }

        ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());

        rx::ShaderExecutableD3D *pixelExe = NULL;
        gl::Error error = programD3D->getPixelExecutableForFramebuffer(data.state->getDrawFramebuffer(), &pixelExe);
        if (error.isError())
        {
            return error;
        }

        // Skip this step if we're doing rasterizer discard.
        if (pixelExe && !data.state->getRasterizerState().rasterizerDiscard && usesPointSize)
        {
            ID3D11PixelShader *pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
            ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader);
            mDeviceContext->PSSetShader(pixelShader, NULL, 0);

            // Retrieve the point sprite geometry shader
            rx::ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
            ID3D11GeometryShader *geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
            mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
            ASSERT(geometryShader);
            mDeviceContext->GSSetShader(geometryShader, NULL, 0);

            if (instances > 0)
            {
                mDeviceContext->DrawInstanced(count, instances, 0, 0);
            }
            else
            {
                mDeviceContext->Draw(count, 0);
            }
        }

        return gl::Error(GL_NO_ERROR);
    }
    else if (mode == GL_LINE_LOOP)
    {
        return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
    }
    else if (mode == GL_TRIANGLE_FAN)
    {
        return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
    }
    else if (instances > 0)
    {
        mDeviceContext->DrawInstanced(count, instances, 0, 0);
        return gl::Error(GL_NO_ERROR);
    }
    else
    {
        // If gl_PointSize is used and GL_POINTS is specified, then it is expected to render pointsprites.
        // If instanced pointsprite emulation is being used the topology is expexted to be 
        // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced must be used.
        if (mode == GL_POINTS && useInstancedPointSpriteEmulation)
        {
            mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
        }
        else
        {
            mDeviceContext->Draw(count, 0);
        }
        return gl::Error(GL_NO_ERROR);
    }
}

gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
                                   gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
{
    int minIndex = static_cast<int>(indexInfo.indexRange.start);

    if (mode == GL_LINE_LOOP)
    {
        return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
    }
    else if (mode == GL_TRIANGLE_FAN)
    {
        return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances);
    }
    else if (instances > 0)
    {
        mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0);
        return gl::Error(GL_NO_ERROR);
    }
    else
    {
        mDeviceContext->DrawIndexed(count, 0, -minIndex);
        return gl::Error(GL_NO_ERROR);
    }
}

gl::Error 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)
    {
        BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
        intptr_t offset = reinterpret_cast<intptr_t>(indices);

        const uint8_t *bufferData = NULL;
        gl::Error error = storage->getData(&bufferData);
        if (error.isError())
        {
            return error;
        }

        indices = bufferData + offset;
    }

    if (!mLineLoopIB)
    {
        mLineLoopIB = new StreamingIndexBufferInterface(this);
        gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
        if (error.isError())
        {
            SafeDelete(mLineLoopIB);
            return error;
        }
    }

    // Checked by Renderer11::applyPrimitiveType
    ASSERT(count >= 0);

    if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
    }

    const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
    gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
    if (error.isError())
    {
        return error;
    }

    void* mappedMemory = NULL;
    unsigned int offset;
    error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
    if (error.isError())
    {
        return error;
    }

    unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
    unsigned int indexBufferOffset = 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();
    }

    error = mLineLoopIB->unmapBuffer();
    if (error.isError())
    {
        return error;
    }

    IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
    ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
    DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();

    if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
    {
        mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
        mAppliedIB = d3dIndexBuffer;
        mAppliedIBFormat = indexFormat;
        mAppliedIBOffset = indexBufferOffset;
    }

    mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);

    return gl::Error(GL_NO_ERROR);
}

gl::Error 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)
    {
        BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
        intptr_t offset = reinterpret_cast<intptr_t>(indices);

        const uint8_t *bufferData = NULL;
        gl::Error error = storage->getData(&bufferData);
        if (error.isError())
        {
            return error;
        }

        indices = bufferData + offset;
    }

    if (!mTriangleFanIB)
    {
        mTriangleFanIB = new StreamingIndexBufferInterface(this);
        gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
        if (error.isError())
        {
            SafeDelete(mTriangleFanIB);
            return error;
        }
    }

    // Checked by Renderer11::applyPrimitiveType
    ASSERT(count >= 3);

    const unsigned int numTris = count - 2;

    if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
    }

    const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
    gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
    if (error.isError())
    {
        return error;
    }

    void* mappedMemory = NULL;
    unsigned int offset;
    error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
    if (error.isError())
    {
        return error;
    }

    unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
    unsigned int indexBufferOffset = offset;

    switch (type)
    {
      case GL_NONE:   // Non-indexed draw
        for (unsigned int i = 0; i < numTris; i++)
        {
            data[i*3 + 0] = 0;
            data[i*3 + 1] = i + 1;
            data[i*3 + 2] = i + 2;
        }
        break;
      case GL_UNSIGNED_BYTE:
        for (unsigned int i = 0; i < numTris; i++)
        {
            data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
            data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
            data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
        }
        break;
      case GL_UNSIGNED_SHORT:
        for (unsigned int i = 0; i < numTris; i++)
        {
            data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
            data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
            data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
        }
        break;
      case GL_UNSIGNED_INT:
        for (unsigned int i = 0; i < numTris; i++)
        {
            data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
            data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
            data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
        }
        break;
      default: UNREACHABLE();
    }

    error = mTriangleFanIB->unmapBuffer();
    if (error.isError())
    {
        return error;
    }

    IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
    ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
    DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();

    if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
    {
        mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
        mAppliedIB = d3dIndexBuffer;
        mAppliedIBFormat = indexFormat;
        mAppliedIBOffset = indexBufferOffset;
    }

    if (instances > 0)
    {
        mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
    }
    else
    {
        mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
                                   bool rasterizerDiscard, bool transformFeedbackActive)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);

    ShaderExecutableD3D *vertexExe = NULL;
    gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
    if (error.isError())
    {
        return error;
    }

    ShaderExecutableD3D *pixelExe = NULL;
    error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
    if (error.isError())
    {
        return error;
    }

    ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();

    ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);

    ID3D11PixelShader *pixelShader = NULL;
    // Skip pixel shader if we're doing rasterizer discard.
    if (!rasterizerDiscard)
    {
        pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
    }

    ID3D11GeometryShader *geometryShader = NULL;
    if (transformFeedbackActive)
    {
        geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
    }
    else if (mCurRasterState.pointDrawMode)
    {
        geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
    }

    bool dirtyUniforms = false;

    if (reinterpret_cast<uintptr_t>(vertexShader) != mAppliedVertexShader)
    {
        mDeviceContext->VSSetShader(vertexShader, NULL, 0);
        mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader);
        dirtyUniforms = true;
    }

    if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader)
    {
        mDeviceContext->GSSetShader(geometryShader, NULL, 0);
        mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
        dirtyUniforms = true;
    }

    if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader)
    {
        mDeviceContext->PSSetShader(pixelShader, NULL, 0);
        mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader);
        dirtyUniforms = true;
    }

    if (dirtyUniforms)
    {
        programD3D->dirtyAllUniforms();
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
{
    unsigned int totalRegisterCountVS = 0;
    unsigned int totalRegisterCountPS = 0;

    bool vertexUniformsDirty = false;
    bool pixelUniformsDirty = false;

    for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
    {
        const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];

        if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
        {
            totalRegisterCountVS += uniform.registerCount;
            vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
        }

        if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
        {
            totalRegisterCountPS += uniform.registerCount;
            pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
        }
    }

    const ProgramD3D *programD3D = GetAs<ProgramD3D>(&program);
    const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
    const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
    ASSERT(vertexUniformStorage);
    ASSERT(fragmentUniformStorage);

    ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer();
    ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer();

    float (*mapVS)[4] = NULL;
    float (*mapPS)[4] = NULL;

    if (totalRegisterCountVS > 0 && vertexUniformsDirty)
    {
        D3D11_MAPPED_SUBRESOURCE map = {0};
        HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
        UNUSED_ASSERTION_VARIABLE(result);
        ASSERT(SUCCEEDED(result));
        mapVS = (float(*)[4])map.pData;
    }

    if (totalRegisterCountPS > 0 && pixelUniformsDirty)
    {
        D3D11_MAPPED_SUBRESOURCE map = {0};
        HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
        UNUSED_ASSERTION_VARIABLE(result);
        ASSERT(SUCCEEDED(result));
        mapPS = (float(*)[4])map.pData;
    }

    for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
    {
        gl::LinkedUniform *uniform = uniformArray[uniformIndex];

        if (!uniform->isSampler())
        {
            unsigned int componentCount = (4 - uniform->registerElement);

            // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
            // overwrite previously written regions of memory.

            if (uniform->isReferencedByVertexShader() && mapVS)
            {
                memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
            }

            if (uniform->isReferencedByFragmentShader() && mapPS)
            {
                memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
            }
        }
    }

    if (mapVS)
    {
        mDeviceContext->Unmap(vertexConstantBuffer, 0);
    }

    if (mapPS)
    {
        mDeviceContext->Unmap(pixelConstantBuffer, 0);
    }

    if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
    {
        mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
        mCurrentVertexConstantBuffer = vertexConstantBuffer;
    }

    if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
    {
        mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
        mCurrentPixelConstantBuffer = pixelConstantBuffer;
    }

    // Driver uniforms
    if (!mDriverConstantBufferVS)
    {
        D3D11_BUFFER_DESC constantBufferDescription = {0};
        constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
        constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
        constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        constantBufferDescription.CPUAccessFlags = 0;
        constantBufferDescription.MiscFlags = 0;
        constantBufferDescription.StructureByteStride = 0;

        HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
        UNUSED_ASSERTION_VARIABLE(result);
        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);
        UNUSED_ASSERTION_VARIABLE(result);
        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));
    }

    // GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary
    if (programD3D->usesGeometryShader())
    {
        // needed for the point sprite geometry shader
        if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
        {
            mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
            mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
        }
    }

    return gl::Error(GL_NO_ERROR);
}

void Renderer11::markAllStateDirty()
{
    for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
    {
        mAppliedRTVs[rtIndex] = DirtyPointer;
    }
    mAppliedDSV = DirtyPointer;
    mDepthStencilInitialized = false;
    mRenderTargetDescInitialized = false;

    // We reset the current SRV data because it might not be in sync with D3D's state
    // anymore. For example when a currently used SRV is used as an RTV, D3D silently
    // remove it from its state.
    memset(mCurVertexSRVs.data(), 0, sizeof(SRVRecord) * mCurVertexSRVs.size());
    memset(mCurPixelSRVs.data(), 0, sizeof(SRVRecord) * mCurPixelSRVs.size());

    ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size());
    for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
    {
        mForceSetVertexSamplerStates[vsamplerId] = true;
    }

    ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
    for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
    {
        mForceSetPixelSamplerStates[fsamplerId] = true;
    }

    mForceSetBlendState = true;
    mForceSetRasterState = true;
    mForceSetDepthStencilState = true;
    mForceSetScissor = true;
    mForceSetViewport = true;

    mAppliedIB = NULL;
    mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
    mAppliedIBOffset = 0;

    mAppliedVertexShader = DirtyPointer;
    mAppliedGeometryShader = DirtyPointer;
    mAppliedPixelShader = DirtyPointer;

    mAppliedNumXFBBindings = static_cast<size_t>(-1);

    for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
    {
        mAppliedTFBuffers[i] = NULL;
        mAppliedTFOffsets[i] = 0;
    }

    memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
    memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));

    mInputLayoutCache.markDirty();

    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
    {
        mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1);
        mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1);
    }

    mCurrentVertexConstantBuffer = NULL;
    mCurrentPixelConstantBuffer = NULL;
    mCurrentGeometryConstantBuffer = NULL;

    mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
}

void Renderer11::releaseDeviceResources()
{
    mStateCache.clear();
    mInputLayoutCache.clear();

    SafeDelete(mVertexDataManager);
    SafeDelete(mIndexDataManager);
    SafeDelete(mLineLoopIB);
    SafeDelete(mTriangleFanIB);
    SafeDelete(mBlit);
    SafeDelete(mClear);
    SafeDelete(mTrim);
    SafeDelete(mPixelTransfer);

    SafeRelease(mDriverConstantBufferVS);
    SafeRelease(mDriverConstantBufferPS);
    SafeRelease(mSyncQuery);
}

// set notify to true to broadcast a message to all contexts of the device loss
bool Renderer11::testDeviceLost()
{
    bool isLost = false;

    // GetRemovedReason is used to test if the device is removed
    HRESULT result = mDevice->GetDeviceRemovedReason();
    isLost = d3d11::isDeviceLostError(result);

    if (isLost)
    {
        // Log error if this is a new device lost event
        if (mDeviceLost == false)
        {
            ERR("The D3D11 device was removed: 0x%08X", result);
        }

        // ensure we note the device loss --
        // we'll probably get this done again by notifyDeviceLost
        // but best to remember it!
        // Note that we don't want to clear the device loss status here
        // -- this needs to be done by resetDevice
        mDeviceLost = true;
    }

    return isLost;
}

bool Renderer11::testDeviceResettable()
{
    // determine if the device is resettable by creating a dummy device
    PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");

    if (D3D11CreateDevice == NULL)
    {
        return false;
    }

    ID3D11Device* dummyDevice;
    D3D_FEATURE_LEVEL dummyFeatureLevel;
    ID3D11DeviceContext* dummyContext;

    HRESULT result = D3D11CreateDevice(NULL,
                                       mDriverType,
                                       NULL,
                                       #if defined(_DEBUG)
                                       D3D11_CREATE_DEVICE_DEBUG,
                                       #else
                                       0,
                                       #endif
                                       mAvailableFeatureLevels.data(),
                                       mAvailableFeatureLevels.size(),
                                       D3D11_SDK_VERSION,
                                       &dummyDevice,
                                       &dummyFeatureLevel,
                                       &dummyContext);

    if (!mDevice || FAILED(result))
    {
        return false;
    }

    SafeRelease(dummyContext);
    SafeRelease(dummyDevice);

    return true;
}

void Renderer11::release()
{
    RendererD3D::cleanup();

    releaseDeviceResources();

    SafeRelease(mDxgiFactory);
    SafeRelease(mDxgiAdapter);

    SafeRelease(mDeviceContext1);

    if (mDeviceContext)
    {
        mDeviceContext->ClearState();
        mDeviceContext->Flush();
        SafeRelease(mDeviceContext);
    }

    SafeRelease(mDevice);
    SafeRelease(mDebug);

    if (mD3d11Module)
    {
        FreeLibrary(mD3d11Module);
        mD3d11Module = NULL;
    }

    if (mDxgiModule)
    {
        FreeLibrary(mDxgiModule);
        mDxgiModule = NULL;
    }

    mCompiler.release();
}

bool Renderer11::resetDevice()
{
    // recreate everything
    release();
    egl::Error result = initialize();

    if (result.isError())
    {
        ERR("Could not reinitialize D3D11 device: %08X", result.getCode());
        return false;
    }

    mDeviceLost = false;

    return true;
}

VendorID Renderer11::getVendorId() const
{
    return static_cast<VendorID>(mAdapterDescription.VendorId);
}

std::string Renderer11::getRendererDescription() const
{
    std::ostringstream rendererString;

    rendererString << mDescription;
    rendererString << " Direct3D11";

    rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();
    rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix();

    return rendererString.str();
}

GUID Renderer11::getAdapterIdentifier() const
{
    // Use the adapter LUID as our adapter ID
    // This number is local to a machine is only guaranteed to be unique between restarts
    static_assert(sizeof(LUID) <= sizeof(GUID), "Size of GUID must be at least as large as LUID.");
    GUID adapterId = {0};
    memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
    return adapterId;
}

unsigned int Renderer11::getReservedVertexUniformVectors() const
{
    return 0;   // Driver uniforms are stored in a separate constant buffer
}

unsigned int Renderer11::getReservedFragmentUniformVectors() const
{
    return 0;   // Driver uniforms are stored in a separate constant buffer
}

unsigned int Renderer11::getReservedVertexUniformBuffers() const
{
    // we reserve one buffer for the application uniforms, and one for driver uniforms
    return 2;
}

unsigned int Renderer11::getReservedFragmentUniformBuffers() const
{
    // we reserve one buffer for the application uniforms, and one for driver uniforms
    return 2;
}

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.
    // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
    return getRendererExtensions().textureFormatBGRA8888 && !gl::DebugAnnotationsActive() && !(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3);
}

bool Renderer11::getPostSubBufferSupport() const
{
    // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
    return false;
}

int Renderer11::getMajorShaderModel() const
{
    switch (mFeatureLevel)
    {
      case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION;   // 5
      case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
      case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION;   // 4
      case D3D_FEATURE_LEVEL_9_3:  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
      case D3D_FEATURE_LEVEL_9_3:  return D3D10_SHADER_MINOR_VERSION;   // 0
      default: UNREACHABLE();      return 0;
    }
}

std::string Renderer11::getShaderModelSuffix() const
{
    switch (mFeatureLevel)
    {
      case D3D_FEATURE_LEVEL_11_0: return "";
      case D3D_FEATURE_LEVEL_10_1: return "";
      case D3D_FEATURE_LEVEL_10_0: return "";
      case D3D_FEATURE_LEVEL_9_3:  return "_level_9_3";
      default: UNREACHABLE();      return "";
    }
}

gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                  const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
    gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
    ASSERT(colorbuffer);

    RenderTarget11 *sourceRenderTarget = NULL;
    gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(sourceRenderTarget);

    ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
    ASSERT(source);

    TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
    ASSERT(storage11);

    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
    RenderTargetD3D *destRenderTarget = NULL;
    error = storage11->getRenderTarget(index, &destRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(destRenderTarget);

    ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
    ASSERT(dest);

    gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);

    gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);

    // Use nearest filtering because source and destination are the same size for the direct
    // copy
    mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
    if (error.isError())
    {
        return error;
    }

    storage11->invalidateSwizzleCacheLevel(level);

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                    const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
{
    gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
    ASSERT(colorbuffer);

    RenderTarget11 *sourceRenderTarget = NULL;
    gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(sourceRenderTarget);

    ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
    ASSERT(source);

    TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
    ASSERT(storage11);

    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
    RenderTargetD3D *destRenderTarget = NULL;
    error = storage11->getRenderTarget(index, &destRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(destRenderTarget);

    ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
    ASSERT(dest);

    gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);

    gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);

    // Use nearest filtering because source and destination are the same size for the direct
    // copy
    error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
    if (error.isError())
    {
        return error;
    }

    storage11->invalidateSwizzleCacheLevel(level);

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                  const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
    gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
    ASSERT(colorbuffer);

    RenderTarget11 *sourceRenderTarget = NULL;
    gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(sourceRenderTarget);

    ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
    ASSERT(source);

    TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
    ASSERT(storage11);

    gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
    RenderTargetD3D *destRenderTarget = NULL;
    error = storage11->getRenderTarget(index, &destRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(destRenderTarget);

    ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
    ASSERT(dest);

    gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);

    gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);

    // Use nearest filtering because source and destination are the same size for the direct
    // copy
    error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
    if (error.isError())
    {
        return error;
    }

    storage11->invalidateSwizzleCacheLevel(level);

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                                       const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
    gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
    ASSERT(colorbuffer);

    RenderTarget11 *sourceRenderTarget = NULL;
    gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(sourceRenderTarget);

    ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
    ASSERT(source);

    TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
    ASSERT(storage11);

    gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
    RenderTargetD3D *destRenderTarget = NULL;
    error = storage11->getRenderTarget(index, &destRenderTarget);
    if (error.isError())
    {
        return error;
    }
    ASSERT(destRenderTarget);

    ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
    ASSERT(dest);

    gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);

    gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
    gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);

    // Use nearest filtering because source and destination are the same size for the direct
    // copy
    error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
    if (error.isError())
    {
        return error;
    }

    storage11->invalidateSwizzleCacheLevel(level);

    return gl::Error(GL_NO_ERROR);
}

void Renderer11::unapplyRenderTargets()
{
    setOneTimeRenderTarget(NULL);
}

// When finished with this rendertarget, markAllStateDirty must be called.
void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
{
    ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};

    rtvArray[0] = renderTargetView;

    mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL);

    // Do not preserve the serial for this one-time-use render target
    for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
    {
        mAppliedRTVs[rtIndex] = DirtyPointer;
    }
    mAppliedDSV = DirtyPointer;
}

gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
{
    const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mFeatureLevel);

    const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
    GLuint supportedSamples = textureCaps.getNearestSamples(samples);

    if (width > 0 && height > 0)
    {
        // Create texture resource
        D3D11_TEXTURE2D_DESC desc;
        desc.Width = width;
        desc.Height = height;
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = formatInfo.texFormat;
        desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
        desc.SampleDesc.Quality = 0;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.CPUAccessFlags = 0;
        desc.MiscFlags = 0;

        // If a rendertarget or depthstencil format exists for this texture format,
        // we'll flag it to allow binding that way. Shader resource views are a little
        // more complicated.
        bool bindRTV = false, bindDSV = false, bindSRV = false;
        bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
        bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
        if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
        {
            // Multisample targets flagged for binding as depth stencil cannot also be
            // flagged for binding as SRV, so make certain not to add the SRV flag for
            // these targets.
            bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1);
        }

        desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET   : 0) |
                         (bindDSV ? D3D11_BIND_DEPTH_STENCIL   : 0) |
                         (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);

        // The format must be either an RTV or a DSV
        ASSERT(bindRTV != bindDSV);

        ID3D11Texture2D *texture = NULL;
        HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture);
        if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result);
        }

        ID3D11ShaderResourceView *srv = NULL;
        if (bindSRV)
        {
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = formatInfo.srvFormat;
            srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
            srvDesc.Texture2D.MostDetailedMip = 0;
            srvDesc.Texture2D.MipLevels = 1;

            result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
            if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                SafeRelease(texture);
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result);
            }
        }

        if (bindDSV)
        {
            D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
            dsvDesc.Format = formatInfo.dsvFormat;
            dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
            dsvDesc.Texture2D.MipSlice = 0;
            dsvDesc.Flags = 0;

            ID3D11DepthStencilView *dsv = NULL;
            result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
            if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                SafeRelease(texture);
                SafeRelease(srv);
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result);
            }

            *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples);

            SafeRelease(dsv);
        }
        else if (bindRTV)
        {
            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format = formatInfo.rtvFormat;
            rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
            rtvDesc.Texture2D.MipSlice = 0;

            ID3D11RenderTargetView *rtv = NULL;
            result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv);
            if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                SafeRelease(texture);
                SafeRelease(srv);
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result);
            }

            if (formatInfo.dataInitializerFunction != NULL)
            {
                const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
                mDeviceContext->ClearRenderTargetView(rtv, clearValues);
            }

            *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples);

            SafeRelease(rtv);
        }
        else
        {
            UNREACHABLE();
        }

        SafeRelease(texture);
        SafeRelease(srv);
    }
    else
    {
        *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples);
    }

    return gl::Error(GL_NO_ERROR);
}

DefaultAttachmentImpl *Renderer11::createDefaultAttachment(GLenum type, egl::Surface *surface)
{
    SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
    SwapChain11 *swapChain = SwapChain11::makeSwapChain11(surfaceD3D->getSwapChain());

    switch (type)
    {
      case GL_BACK:
        return new DefaultAttachmentD3D(new SurfaceRenderTarget11(swapChain, this, false));

      case GL_DEPTH:
        if (gl::GetInternalFormatInfo(swapChain->GetDepthBufferInternalFormat()).depthBits > 0)
        {
            return new DefaultAttachmentD3D(new SurfaceRenderTarget11(swapChain, this, true));
        }
        else
        {
            return NULL;
        }

      case GL_STENCIL:
        if (gl::GetInternalFormatInfo(swapChain->GetDepthBufferInternalFormat()).stencilBits > 0)
        {
            return new DefaultAttachmentD3D(new SurfaceRenderTarget11(swapChain, this, true));
        }
        else
        {
            return NULL;
        }

      default:
        UNREACHABLE();
        return NULL;
    }
}

FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data)
{
    return new Framebuffer11(data, this);
}

CompilerImpl *Renderer11::createCompiler(const gl::Data &data)
{
    return new CompilerD3D(data, SH_HLSL11_OUTPUT);
}

ShaderImpl *Renderer11::createShader(GLenum type)
{
    return new ShaderD3D(type);
}

ProgramImpl *Renderer11::createProgram()
{
    return new ProgramD3D(this);
}

gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
                                     const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                     bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
{
    switch (type)
    {
      case SHADER_VERTEX:
        {
            ID3D11VertexShader *vertexShader = NULL;
            ID3D11GeometryShader *streamOutShader = NULL;

            HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader);
            ASSERT(SUCCEEDED(result));
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
            }

            if (transformFeedbackVaryings.size() > 0)
            {
                std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
                for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
                {
                    const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
                    GLenum transposedType = gl::TransposeMatrixType(varying.type);

                    for (size_t j = 0; j < varying.semanticIndexCount; j++)
                    {
                        D3D11_SO_DECLARATION_ENTRY entry = { 0 };
                        entry.Stream = 0;
                        entry.SemanticName = varying.semanticName.c_str();
                        entry.SemanticIndex = varying.semanticIndex + j;
                        entry.StartComponent = 0;
                        entry.ComponentCount = gl::VariableColumnCount(transposedType);
                        entry.OutputSlot = (separatedOutputBuffers ? i : 0);
                        soDeclaration.push_back(entry);
                    }
                }

                result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
                                                                       NULL, 0, 0, NULL, &streamOutShader);
                ASSERT(SUCCEEDED(result));
                if (FAILED(result))
                {
                    return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result);
                }
            }

            *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader);
        }
        break;
      case SHADER_PIXEL:
        {
            ID3D11PixelShader *pixelShader = NULL;

            HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader);
            ASSERT(SUCCEEDED(result));
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result);
            }

            *outExecutable = new ShaderExecutable11(function, length, pixelShader);
        }
        break;
      case SHADER_GEOMETRY:
        {
            ID3D11GeometryShader *geometryShader = NULL;

            HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader);
            ASSERT(SUCCEEDED(result));
            if (FAILED(result))
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result);
            }

            *outExecutable = new ShaderExecutable11(function, length, geometryShader);
        }
        break;
      default:
        UNREACHABLE();
        return gl::Error(GL_INVALID_OPERATION);
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
                                          const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                          bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
                                          ShaderExecutableD3D **outExectuable)
{
    const char *profileType = NULL;
    switch (type)
    {
      case SHADER_VERTEX:
        profileType = "vs";
        break;
      case SHADER_PIXEL:
        profileType = "ps";
        break;
      case SHADER_GEOMETRY:
        profileType = "gs";
        break;
      default:
        UNREACHABLE();
        return gl::Error(GL_INVALID_OPERATION);
    }

    std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), getMinorShaderModel(), getShaderModelSuffix().c_str());

    UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;

    if (gl::DebugAnnotationsActive())
    {
#ifndef NDEBUG
        flags = D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

        flags |= D3DCOMPILE_DEBUG;
    }

    if (workarounds.enableIEEEStrictness)
        flags |= D3DCOMPILE_IEEE_STRICTNESS;

    // 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.
    std::vector<CompileConfig> configs;
    configs.push_back(CompileConfig(flags,                                "default"          ));
    configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION,   "skip validation"  ));
    configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));

    D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };

    ID3DBlob *binary = NULL;
    std::string debugInfo;
    gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo);
    if (error.isError())
    {
        return error;
    }

    // It's possible that binary is NULL if the compiler failed in all configurations.  Set the executable to NULL
    // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
    if (!binary)
    {
        *outExectuable = NULL;
        return gl::Error(GL_NO_ERROR);
    }

    error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
                           transformFeedbackVaryings, separatedOutputBuffers, outExectuable);

    SafeRelease(binary);
    if (error.isError())
    {
        return error;
    }

    if (!debugInfo.empty())
    {
        (*outExectuable)->appendDebugInfo(debugInfo);
    }

    return gl::Error(GL_NO_ERROR);
}

UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize)
{
    return new UniformStorage11(this, storageSize);
}

VertexBuffer *Renderer11::createVertexBuffer()
{
    return new VertexBuffer11(this);
}

IndexBuffer *Renderer11::createIndexBuffer()
{
    return new IndexBuffer11(this);
}

BufferImpl *Renderer11::createBuffer()
{
    return new Buffer11(this);
}

VertexArrayImpl *Renderer11::createVertexArray()
{
    return new VertexArray11(this);
}

QueryImpl *Renderer11::createQuery(GLenum type)
{
    return new Query11(this, type);
}

FenceNVImpl *Renderer11::createFenceNV()
{
    return new FenceNV11(this);
}

FenceSyncImpl *Renderer11::createFenceSync()
{
    return new FenceSync11(this);
}

TransformFeedbackImpl* Renderer11::createTransformFeedback()
{
    return new TransformFeedbackD3D();
}

bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
{
    ASSERT(getRendererExtensions().pixelBufferObject);

    const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
    const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mFeatureLevel);
    const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat);

    // sRGB formats do not work with D3D11 buffer SRVs
    if (internalFormatInfo.colorEncoding == GL_SRGB)
    {
        return false;
    }

    // We cannot support direct copies to non-color-renderable formats
    if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN)
    {
        return false;
    }

    // We skip all 3-channel formats since sometimes format support is missing
    if (internalFormatInfo.componentCount == 3)
    {
        return false;
    }

    // We don't support formats which we can't represent without conversion
    if (dxgiFormatInfo.internalFormat != internalFormat)
    {
        return false;
    }

    return true;
}

gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                              GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
    ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
    return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea);
}

ImageD3D *Renderer11::createImage()
{
    return new Image11(this);
}

gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src)
{
    Image11 *dest11 = Image11::makeImage11(dest);
    Image11 *src11 = Image11::makeImage11(src);
    return Image11::generateMipmap(dest11, src11);
}

TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain)
{
    SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
    return new TextureStorage11_2D(this, swapChain11);
}

TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
{
    return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly);
}

TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
{
    return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly);
}

TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
{
    return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels);
}

TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
{
    return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels);
}

TextureImpl *Renderer11::createTexture(GLenum target)
{
    switch(target)
    {
      case GL_TEXTURE_2D: return new TextureD3D_2D(this);
      case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this);
      case GL_TEXTURE_3D: return new TextureD3D_3D(this);
      case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(this);
      default:
        UNREACHABLE();
    }

    return NULL;
}

RenderbufferImpl *Renderer11::createRenderbuffer()
{
    RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
    return renderbuffer;
}

gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
                                      GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
{
    ASSERT(area.width >= 0);
    ASSERT(area.height >= 0);

    D3D11_TEXTURE2D_DESC textureDesc;
    texture->GetDesc(&textureDesc);

    // Clamp read region to the defined texture boundaries, preventing out of bounds reads
    // and reads of uninitialized data.
    gl::Rectangle safeArea;
    safeArea.x      = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
    safeArea.y      = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
    safeArea.width  = gl::clamp(area.width + std::min(area.x, 0), 0,
                                static_cast<int>(textureDesc.Width) - safeArea.x);
    safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
                                static_cast<int>(textureDesc.Height) - safeArea.y);

    ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
    ASSERT(safeArea.x + safeArea.width  <= static_cast<int>(textureDesc.Width));
    ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));

    if (safeArea.width == 0 || safeArea.height == 0)
    {
        // no work to do
        return gl::Error(GL_NO_ERROR);
    }

    D3D11_TEXTURE2D_DESC stagingDesc;
    stagingDesc.Width = safeArea.width;
    stagingDesc.Height = safeArea.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))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result);
    }

    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))
        {
            SafeRelease(stagingTex);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result);
        }

        mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
        subResource = 0;
    }
    else
    {
        srcTex = texture;
        srcTex->AddRef();
    }

    D3D11_BOX srcBox;
    srcBox.left   = static_cast<UINT>(safeArea.x);
    srcBox.right  = static_cast<UINT>(safeArea.x + safeArea.width);
    srcBox.top    = static_cast<UINT>(safeArea.y);
    srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
    srcBox.front  = 0;
    srcBox.back   = 1;

    mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);

    SafeRelease(srcTex);

    PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
    gl::Error error = packPixels(stagingTex, packParams, pixels);

    SafeRelease(stagingTex);

    return error;
}

gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
{
    D3D11_TEXTURE2D_DESC textureDesc;
    readTexture->GetDesc(&textureDesc);

    D3D11_MAPPED_SUBRESOURCE mapping;
    HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
    if (FAILED(hr))
    {
        ASSERT(hr == E_OUTOFMEMORY);
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr);
    }

    uint8_t *source;
    int inputPitch;
    if (params.pack.reverseRowOrder)
    {
        source = static_cast<uint8_t*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1);
        inputPitch = -static_cast<int>(mapping.RowPitch);
    }
    else
    {
        source = static_cast<uint8_t*>(mapping.pData);
        inputPitch = static_cast<int>(mapping.RowPitch);
    }

    const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
    const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
    if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type)
    {
        uint8_t *dest = pixelsOut + params.offset;
        for (int y = 0; y < params.area.height; y++)
        {
            memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes);
        }
    }
    else
    {
        const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
        ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type);

        GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
        const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);

        if (fastCopyFunc)
        {
            // Fast copy is possible through some special function
            for (int y = 0; y < params.area.height; y++)
            {
                for (int x = 0; x < params.area.width; x++)
                {
                    uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
                    const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;

                    fastCopyFunc(src, dest);
                }
            }
        }
        else
        {
            ColorReadFunction colorReadFunction = sourceDXGIFormatInfo.colorReadFunction;
            ColorWriteFunction colorWriteFunction = GetColorWriteFunction(params.format, params.type);

            uint8_t temp[16]; // Maximum size of any Color<T> type used.
            static_assert(sizeof(temp) >= sizeof(gl::ColorF)  &&
                          sizeof(temp) >= sizeof(gl::ColorUI) &&
                          sizeof(temp) >= sizeof(gl::ColorI),
                          "Unexpected size of gl::Color struct.");

            for (int y = 0; y < params.area.height; y++)
            {
                for (int x = 0; x < params.area.width; x++)
                {
                    uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes;
                    const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes;

                    // readFunc and writeFunc will be using the same type of color, CopyTexImage
                    // will not allow the copy otherwise.
                    colorReadFunction(src, temp);
                    colorWriteFunction(temp, dest);
                }
            }
        }
    }

    mDeviceContext->Unmap(readTexture, 0);

    return gl::Error(GL_NO_ERROR);
}

gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
                                           RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
                                           bool colorBlit, bool depthBlit, bool stencilBlit)
{
    // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
    // it should never be the case that both color and depth/stencil need to be blitted at
    // at the same time.
    ASSERT(colorBlit != (depthBlit || stencilBlit));

    RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
    if (!drawRenderTarget)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
    }

    ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
    unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
    ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
    ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();

    RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
    if (!readRenderTarget)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
    }

    ID3D11Resource *readTexture = NULL;
    ID3D11ShaderResourceView *readSRV = NULL;
    unsigned int readSubresource = 0;
    if (readRenderTarget->getSamples() > 0)
    {
        ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
        ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);

        if (unresolvedTexture)
        {
            readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
            readSubresource = 0;

            SafeRelease(unresolvedTexture);

            HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
            if (FAILED(hresult))
            {
                SafeRelease(readTexture);
                return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer.");
            }
        }
    }
    else
    {
        readTexture = readRenderTarget11->getTexture();
        readTexture->AddRef();
        readSubresource = readRenderTarget11->getSubresourceIndex();
        readSRV = readRenderTarget11->getShaderResourceView();
        readSRV->AddRef();
    }

    if (!readTexture || !readSRV)
    {
        SafeRelease(readTexture);
        SafeRelease(readSRV);
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target.");
    }

    gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
    gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);

    bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);

    bool wholeBufferCopy = !scissorNeeded &&
                           readRect.x == 0 && readRect.width == readSize.width &&
                           readRect.y == 0 && readRect.height == readSize.height &&
                           drawRect.x == 0 && drawRect.width == drawSize.width &&
                           drawRect.y == 0 && drawRect.height == drawSize.height;

    bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;

    bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;

    bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
                       readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
                       drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
                       drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;

    const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat());
    bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit);

    gl::Error result(GL_NO_ERROR);

    if (readRenderTarget11->getDXGIFormat() == drawRenderTarget11->getDXGIFormat() &&
        !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
        (!(depthBlit || stencilBlit) || wholeBufferCopy))
    {
        UINT dstX = drawRect.x;
        UINT dstY = drawRect.y;

        D3D11_BOX readBox;
        readBox.left = readRect.x;
        readBox.right = readRect.x + readRect.width;
        readBox.top = readRect.y;
        readBox.bottom = readRect.y + readRect.height;
        readBox.front = 0;
        readBox.back = 1;

        if (scissorNeeded)
        {
            // drawRect is guaranteed to have positive width and height because stretchRequired is false.
            ASSERT(drawRect.width >= 0 || drawRect.height >= 0);

            if (drawRect.x < scissor->x)
            {
                dstX = scissor->x;
                readBox.left += (scissor->x - drawRect.x);
            }
            if (drawRect.y < scissor->y)
            {
                dstY = scissor->y;
                readBox.top += (scissor->y - drawRect.y);
            }
            if (drawRect.x + drawRect.width > scissor->x + scissor->width)
            {
                readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
            }
            if (drawRect.y + drawRect.height > scissor->y + scissor->height)
            {
                readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
            }
        }

        // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
        // We also require complete framebuffer copies for depth-stencil blit.
        D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;

        mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
                                              readTexture, readSubresource, pSrcBox);
        result = gl::Error(GL_NO_ERROR);
    }
    else
    {
        gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
        gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);

        if (depthBlit && stencilBlit)
        {
            result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
                                             drawTexture, drawSubresource, drawArea, drawSize,
                                             scissor);
        }
        else if (depthBlit)
        {
            result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
                                      scissor);
        }
        else if (stencilBlit)
        {
            result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
                                        drawTexture, drawSubresource, drawArea, drawSize,
                                        scissor);
        }
        else
        {
            GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format;
            result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
                                        scissor, format, filter);
        }
    }

    SafeRelease(readTexture);
    SafeRelease(readSRV);

    return result;
}

bool Renderer11::isES3Capable() const
{
    return (d3d11_gl::GetMaximumClientVersion(mFeatureLevel) > 2);
};

ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
{
    D3D11_TEXTURE2D_DESC textureDesc;
    source->GetDesc(&textureDesc);

    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 = textureDesc.Usage;
        resolveDesc.BindFlags = textureDesc.BindFlags;
        resolveDesc.CPUAccessFlags = 0;
        resolveDesc.MiscFlags = 0;

        ID3D11Texture2D *resolveTexture = NULL;
        HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
        if (FAILED(result))
        {
            ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
            return NULL;
        }

        mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
        return resolveTexture;
    }
    else
    {
        source->AddRef();
        return source;
    }
}

bool Renderer11::getLUID(LUID *adapterLuid) const
{
    adapterLuid->HighPart = 0;
    adapterLuid->LowPart = 0;

    if (!mDxgiAdapter)
    {
        return false;
    }

    DXGI_ADAPTER_DESC adapterDesc;
    if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
    {
        return false;
    }

    *adapterLuid = adapterDesc.AdapterLuid;
    return true;
}

VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
{
    return d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).conversionType;
}

GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
{
    return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).nativeFormat).componentType;
}

void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
{
    d3d11_gl::GenerateCaps(mDevice, outCaps, outTextureCaps, outExtensions);
}

Workarounds Renderer11::generateWorkarounds() const
{
    return d3d11::GenerateWorkarounds(mFeatureLevel);
}

void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
{
    auto &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);

    ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
    auto &record = currentSRVs[resourceSlot];

    if (record.srv != reinterpret_cast<uintptr_t>(srv))
    {
        if (shaderType == gl::SAMPLER_VERTEX)
        {
            mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
        }
        else
        {
            mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
        }

        record.srv = reinterpret_cast<uintptr_t>(srv);
        if (srv)
        {
            record.resource = reinterpret_cast<uintptr_t>(GetViewResource(srv));
            srv->GetDesc(&record.desc);
        }
        else
        {
            record.resource = 0;
        }
    }
}
}
