Commit c77e8c39 by Geoff Lang

Update the draw calls to return Error objects.

BUG=angle:520 Change-Id: I3330ba2dbe095fc9460789822a938420a80a149f Reviewed-on: https://chromium-review.googlesource.com/213823Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 3110ffdc
......@@ -1310,12 +1310,16 @@ bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned
// Applies the render target surface, depth stencil surface, viewport rectangle and
// scissor rectangle to the renderer
void Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
Error Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
{
Framebuffer *framebufferObject = mState.getDrawFramebuffer();
ASSERT(framebufferObject && framebufferObject->completeness() == GL_FRAMEBUFFER_COMPLETE);
mRenderer->applyRenderTarget(framebufferObject);
gl::Error error = mRenderer->applyRenderTarget(framebufferObject);
if (error.isError())
{
return error;
}
float nearZ, farZ;
mState.getDepthRange(&nearZ, &farZ);
......@@ -1323,10 +1327,12 @@ void Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
ignoreViewport);
mRenderer->setScissorRectangle(mState.getScissor(), mState.isScissorTestEnabled());
return gl::Error(GL_NO_ERROR);
}
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
void Context::applyState(GLenum drawMode)
Error Context::applyState(GLenum drawMode)
{
Framebuffer *framebufferObject = mState.getDrawFramebuffer();
int samples = framebufferObject->getSamples();
......@@ -1335,7 +1341,11 @@ void Context::applyState(GLenum drawMode)
rasterizer.pointDrawMode = (drawMode == GL_POINTS);
rasterizer.multiSample = (samples != 0);
mRenderer->setRasterizerState(rasterizer);
Error error = mRenderer->setRasterizerState(rasterizer);
if (error.isError())
{
return error;
}
unsigned int mask = 0;
if (mState.isSampleCoverageEnabled())
......@@ -1345,7 +1355,6 @@ void Context::applyState(GLenum drawMode)
mState.getSampleCoverageParams(&coverageValue, &coverageInvert);
if (coverageValue != 0)
{
float threshold = 0.5f;
for (int i = 0; i < samples; ++i)
......@@ -1369,14 +1378,24 @@ void Context::applyState(GLenum drawMode)
{
mask = 0xFFFFFFFF;
}
mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
error = mRenderer->setBlendState(framebufferObject, mState.getBlendState(), mState.getBlendColor(), mask);
if (error.isError())
{
return error;
}
mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
rasterizer.frontFace == GL_CCW);
error = mRenderer->setDepthStencilState(mState.getDepthStencilState(), mState.getStencilRef(), mState.getStencilBackRef(),
rasterizer.frontFace == GL_CCW);
if (error.isError())
{
return error;
}
return Error(GL_NO_ERROR);
}
// Applies the shaders and shader constants to the Direct3D 9 device
void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
Error Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
{
const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes();
......@@ -1385,9 +1404,13 @@ void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackA
const Framebuffer *fbo = mState.getDrawFramebuffer();
mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
Error error = mRenderer->applyShaders(programBinary, inputLayout, fbo, mState.getRasterizerState().rasterizerDiscard, transformFeedbackActive);
if (error.isError())
{
return error;
}
programBinary->applyUniforms();
return programBinary->applyUniforms();
}
Error Context::generateSwizzles(ProgramBinary *programBinary, SamplerType type)
......@@ -1435,8 +1458,8 @@ Error Context::generateSwizzles(ProgramBinary *programBinary)
// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
void Context::applyTextures(ProgramBinary *programBinary, SamplerType shaderType,
const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount)
Error Context::applyTextures(ProgramBinary *programBinary, SamplerType shaderType,
const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount)
{
size_t samplerRange = programBinary->getUsedSamplerRange(shaderType);
for (size_t samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
......@@ -1459,20 +1482,37 @@ void Context::applyTextures(ProgramBinary *programBinary, SamplerType shaderType
if (texture->isSamplerComplete(sampler, mTextureCaps, mExtensions, mClientVersion) &&
!std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
{
mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
mRenderer->setTexture(shaderType, samplerIndex, texture);
Error error = mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
if (error.isError())
{
return error;
}
error = mRenderer->setTexture(shaderType, samplerIndex, texture);
if (error.isError())
{
return error;
}
}
else
{
// Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
Texture *incompleteTexture = getIncompleteTexture(textureType);
mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
gl::Error error = mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
if (error.isError())
{
return error;
}
}
}
else
{
// No texture bound to this slot even though it is used by the shader, bind a NULL texture
mRenderer->setTexture(shaderType, samplerIndex, NULL);
Error error = mRenderer->setTexture(shaderType, samplerIndex, NULL);
if (error.isError())
{
return error;
}
}
}
......@@ -1481,20 +1521,37 @@ void Context::applyTextures(ProgramBinary *programBinary, SamplerType shaderType
: mCaps.maxVertexTextureImageUnits;
for (size_t samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++)
{
mRenderer->setTexture(shaderType, samplerIndex, NULL);
Error error = mRenderer->setTexture(shaderType, samplerIndex, NULL);
if (error.isError())
{
return error;
}
}
return Error(GL_NO_ERROR);
}
void Context::applyTextures(ProgramBinary *programBinary)
Error Context::applyTextures(ProgramBinary *programBinary)
{
FramebufferTextureSerialArray framebufferSerials;
size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&framebufferSerials);
applyTextures(programBinary, SAMPLER_VERTEX, framebufferSerials, framebufferSerialCount);
applyTextures(programBinary, SAMPLER_PIXEL, framebufferSerials, framebufferSerialCount);
Error error = applyTextures(programBinary, SAMPLER_VERTEX, framebufferSerials, framebufferSerialCount);
if (error.isError())
{
return error;
}
error = applyTextures(programBinary, SAMPLER_PIXEL, framebufferSerials, framebufferSerialCount);
if (error.isError())
{
return error;
}
return Error(GL_NO_ERROR);
}
bool Context::applyUniformBuffers()
Error Context::applyUniformBuffers()
{
Program *programObject = getProgram(mState.getCurrentProgramId());
ProgramBinary *programBinary = programObject->getProgramBinary();
......@@ -1508,7 +1565,7 @@ bool Context::applyUniformBuffers()
if (mState.getIndexedUniformBuffer(blockBinding)->id() == 0)
{
// undefined behaviour
return false;
return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to have a used but unbound uniform buffer.");
}
else
{
......@@ -1683,7 +1740,7 @@ Error Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
reinterpret_cast<uint8_t*>(pixels));
}
void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
Error Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
{
ASSERT(mState.getCurrentProgramId() != 0);
......@@ -1693,48 +1750,72 @@ void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instan
Error error = generateSwizzles(programBinary);
if (error.isError())
{
return gl::error(error.getCode());
return error;
}
if (!mRenderer->applyPrimitiveType(mode, count))
{
return;
return Error(GL_NO_ERROR);
}
error = applyRenderTarget(mode, false);
if (error.isError())
{
return error;
}
applyRenderTarget(mode, false);
applyState(mode);
error = applyState(mode);
if (error.isError())
{
return error;
}
error = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttributes(), mState.getVertexAttribCurrentValues(), first, count, instances);
if (error.isError())
{
return gl::error(error.getCode());
return error;
}
bool transformFeedbackActive = applyTransformFeedbackBuffers();
applyShaders(programBinary, transformFeedbackActive);
error = applyShaders(programBinary, transformFeedbackActive);
if (error.isError())
{
return error;
}
applyTextures(programBinary);
error = applyTextures(programBinary);
if (error.isError())
{
return error;
}
if (!applyUniformBuffers())
error = applyUniformBuffers();
if (error.isError())
{
return;
return error;
}
if (!skipDraw(mode))
{
mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
error = mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
if (error.isError())
{
return error;
}
if (transformFeedbackActive)
{
markTransformFeedbackUsage();
}
}
return gl::Error(GL_NO_ERROR);
}
void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const rx::RangeUI &indexRange)
Error Context::drawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const rx::RangeUI &indexRange)
{
ASSERT(mState.getCurrentProgramId() != 0);
......@@ -1744,16 +1825,25 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
Error error = generateSwizzles(programBinary);
if (error.isError())
{
return gl::error(error.getCode());
return error;
}
if (!mRenderer->applyPrimitiveType(mode, count))
{
return;
return Error(GL_NO_ERROR);
}
applyRenderTarget(mode, false);
applyState(mode);
error = applyRenderTarget(mode, false);
if (error.isError())
{
return error;
}
error = applyState(mode);
if (error.isError())
{
return error;
}
VertexArray *vao = mState.getVertexArray();
rx::TranslatedIndexData indexInfo;
......@@ -1761,7 +1851,7 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
error = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
if (error.isError())
{
return gl::error(error.getCode());
return error;
}
GLsizei vertexCount = indexInfo.indexRange.length() + 1;
......@@ -1770,7 +1860,7 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
indexInfo.indexRange.start, vertexCount, instances);
if (error.isError())
{
return gl::error(error.getCode());
return error;
}
bool transformFeedbackActive = applyTransformFeedbackBuffers();
......@@ -1778,19 +1868,34 @@ void Context::drawElements(GLenum mode, GLsizei count, GLenum type,
// layer.
ASSERT(!transformFeedbackActive);
applyShaders(programBinary, transformFeedbackActive);
error = applyShaders(programBinary, transformFeedbackActive);
if (error.isError())
{
return error;
}
applyTextures(programBinary);
error = applyTextures(programBinary);
if (error.isError())
{
return error;
}
if (!applyUniformBuffers())
error = applyUniformBuffers();
if (error.isError())
{
return;
return error;
}
if (!skipDraw(mode))
{
mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
error = mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
if (error.isError())
{
return error;
}
}
return Error(GL_NO_ERROR);
}
// Implements glFlush when block is false, glFinish when block is true
......
......@@ -189,10 +189,10 @@ class Context
Error clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil);
Error readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels);
void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances);
void drawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const rx::RangeUI &indexRange);
Error drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances);
Error drawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const rx::RangeUI &indexRange);
void sync(bool block); // flush/finish
void recordError(const Error &error);
......@@ -231,13 +231,13 @@ class Context
// TODO: std::array may become unavailable using older versions of GCC
typedef std::array<unsigned int, IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray;
void applyRenderTarget(GLenum drawMode, bool ignoreViewport);
void applyState(GLenum drawMode);
void applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive);
void applyTextures(ProgramBinary *programBinary, SamplerType shaderType, const FramebufferTextureSerialArray &framebufferSerials,
size_t framebufferSerialCount);
void applyTextures(ProgramBinary *programBinary);
bool applyUniformBuffers();
Error applyRenderTarget(GLenum drawMode, bool ignoreViewport);
Error applyState(GLenum drawMode);
Error applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive);
Error applyTextures(ProgramBinary *programBinary, SamplerType shaderType, const FramebufferTextureSerialArray &framebufferSerials,
size_t framebufferSerialCount);
Error applyTextures(ProgramBinary *programBinary);
Error applyUniformBuffers();
bool applyTransformFeedbackBuffers();
void markTransformFeedbackUsage();
......
......@@ -970,19 +970,25 @@ void ProgramBinary::updateSamplerMapping()
}
// Applies all the uniforms set for this program object to the renderer
void ProgramBinary::applyUniforms()
Error ProgramBinary::applyUniforms()
{
updateSamplerMapping();
mProgram->getRenderer()->applyUniforms(*this);
Error error = mProgram->getRenderer()->applyUniforms(*this);
if (error.isError())
{
return error;
}
for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
{
mUniforms[uniformIndex]->dirty = false;
}
return gl::Error(GL_NO_ERROR);
}
bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const Caps &caps)
Error ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const Caps &caps)
{
const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
......@@ -1002,7 +1008,7 @@ bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuff
if (uniformBuffer->getSize() < uniformBlock->dataSize)
{
// undefined behaviour
return false;
return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small.");
}
// Unnecessary to apply an unreferenced standard or shared UBO
......
......@@ -146,8 +146,9 @@ class ProgramBinary : public RefCountObject
void getUniformuiv(GLint location, GLuint *params);
void dirtyAllUniforms();
void applyUniforms();
bool applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
Error applyUniforms();
Error applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
bool load(InfoLog &infoLog, GLenum binaryFormat, const void *binary, GLsizei length);
bool save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length);
......
......@@ -1343,7 +1343,12 @@ void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
return;
}
context->drawArrays(mode, first, count, 0);
gl::Error error = context->drawArrays(mode, first, count, 0);
if (error.isError())
{
context->recordError(error);
return;
}
}
}
......@@ -1359,7 +1364,12 @@ void __stdcall glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei coun
return;
}
context->drawArrays(mode, first, count, primcount);
gl::Error error = context->drawArrays(mode, first, count, primcount);
if (error.isError())
{
context->recordError(error);
return;
}
}
}
......@@ -1377,7 +1387,12 @@ void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLv
return;
}
context->drawElements(mode, count, type, indices, 0, indexRange);
gl::Error error = context->drawElements(mode, count, type, indices, 0, indexRange);
if (error.isError())
{
context->recordError(error);
return;
}
}
}
......@@ -1395,7 +1410,12 @@ void __stdcall glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum t
return;
}
context->drawElements(mode, count, type, indices, primcount, indexRange);
gl::Error error = context->drawElements(mode, count, type, indices, primcount, indexRange);
if (error.isError())
{
context->recordError(error);
return;
}
}
}
......
......@@ -110,34 +110,34 @@ class Renderer
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
virtual gl::Error generateSwizzle(gl::Texture *texture) = 0;
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0;
virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0;
virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask) = 0;
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW) = 0;
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask) = 0;
virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW) = 0;
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport) = 0;
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive) = 0;
virtual void applyUniforms(const gl::ProgramBinary &programBinary) = 0;
virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive) = 0;
virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary) = 0;
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
GLint first, GLsizei count, GLsizei instances) = 0;
virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]) = 0;
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0;
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0;
virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
......
......@@ -436,7 +436,7 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
{
if (type == gl::SAMPLER_PIXEL)
{
......@@ -448,11 +448,10 @@ void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::Samp
gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
if (error.isError())
{
ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
"sampler state for pixel shaders at slot %i.", index);
dxSamplerState = NULL;
return error;
}
ASSERT(dxSamplerState != NULL);
mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
mCurPixelSamplerStates[index] = samplerState;
......@@ -470,11 +469,10 @@ void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::Samp
gl::Error error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
if (error.isError())
{
ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
"sampler state for vertex shaders at slot %i.", index);
dxSamplerState = NULL;
return error;
}
ASSERT(dxSamplerState != NULL);
mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
mCurVertexSamplerStates[index] = samplerState;
......@@ -483,9 +481,11 @@ void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::Samp
mForceSetVertexSamplerStates[index] = false;
}
else UNREACHABLE();
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
ID3D11ShaderResourceView *textureSRV = NULL;
bool forceSetTexture = false;
......@@ -493,15 +493,13 @@ void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *textur
if (texture)
{
TextureD3D* textureImpl = TextureD3D::makeTextureD3D(texture->getImplementation());
TextureStorage *texStorage = textureImpl->getNativeTexture();
if (texStorage)
{
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
gl::SamplerState samplerState;
texture->getSamplerStateWithNativeOffset(&samplerState);
textureSRV = storage11->getSRV(samplerState);
}
ASSERT(texStorage != NULL);
TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
gl::SamplerState samplerState;
texture->getSamplerStateWithNativeOffset(&samplerState);
textureSRV = storage11->getSRV(samplerState);
// If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
// missing the shader resource view
......@@ -534,9 +532,11 @@ void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *textur
mCurVertexSRVs[index] = textureSRV;
}
else UNREACHABLE();
return gl::Error(GL_NO_ERROR);
}
bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
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++)
{
......@@ -548,7 +548,7 @@ bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], con
if (!constantBuffer)
{
return false;
return gl::Error(GL_OUT_OF_MEMORY);
}
if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
......@@ -570,7 +570,7 @@ bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], con
if (!constantBuffer)
{
return false;
return gl::Error(GL_OUT_OF_MEMORY);
}
if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
......@@ -582,10 +582,10 @@ bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], con
}
}
return true;
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
{
if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
{
......@@ -593,9 +593,7 @@ void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState);
if (error.isError())
{
ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
"rasterizer state.");
dxRasterState = NULL;
return error;
}
mDeviceContext->RSSetState(dxRasterState);
......@@ -604,10 +602,12 @@ void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
}
mForceSetRasterState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
gl::Error Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
{
if (mForceSetBlendState ||
memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
......@@ -618,11 +618,11 @@ void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendStat
gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState);
if (error.isError())
{
ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
"blend state.");
dxBlendState = NULL;
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)
......@@ -648,10 +648,12 @@ void Renderer11::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendStat
}
mForceSetBlendState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW)
gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW)
{
if (mForceSetDepthStencilState ||
memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
......@@ -665,11 +667,11 @@ void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilS
gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
if (error.isError())
{
ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
"setting the default depth stencil state.");
dxDepthStencilState = NULL;
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
META_ASSERT(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF);
......@@ -684,6 +686,8 @@ void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilS
}
mForceSetDepthStencilState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
......@@ -802,7 +806,7 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
return count >= minCount;
}
bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
gl::Error Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
{
// Get the color render buffer and serial
// Also extract the render target dimensions and view
......@@ -828,7 +832,7 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
// this will not report any gl error but will cause the calling method to return.
if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
{
return false;
return gl::Error(GL_NO_ERROR);
}
renderTargetSerials[colorAttachment] = GetAttachmentSerial(colorbuffer);
......@@ -837,15 +841,13 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
RenderTarget11 *renderTarget = d3d11::GetAttachmentRenderTarget(colorbuffer);
if (!renderTarget)
{
ERR("render target pointer unexpectedly null.");
return false;
return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
}
framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
if (!framebufferRTVs[colorAttachment])
{
ERR("render target view pointer unexpectedly null.");
return false;
return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
}
if (missingColorRenderTarget)
......@@ -881,17 +883,15 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
RenderTarget11 *depthStencilRenderTarget = d3d11::GetAttachmentRenderTarget(depthStencil);
if (!depthStencilRenderTarget)
{
ERR("render target pointer unexpectedly null.");
SafeRelease(framebufferRTVs);
return false;
return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
}
framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
if (!framebufferDSV)
{
ERR("depth stencil view pointer unexpectedly null.");
SafeRelease(framebufferRTVs);
return false;
return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
}
// If there is no render buffer, the width, height and format values come from
......@@ -936,7 +936,7 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
invalidateFramebufferSwizzles(framebuffer);
return true;
return gl::Error(GL_NO_ERROR);
}
gl::Error Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
......@@ -1024,7 +1024,7 @@ void Renderer11::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuff
}
}
void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
gl::Error Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
{
if (mode == GL_POINTS && transformFeedbackActive)
{
......@@ -1057,49 +1057,55 @@ void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool
}
mDeviceContext->GSSetShader(mAppliedGeometryShader, NULL, 0);
return gl::Error(GL_NO_ERROR);
}
else if (mode == GL_LINE_LOOP)
{
drawLineLoop(count, GL_NONE, NULL, 0, NULL);
return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
}
else if (mode == GL_TRIANGLE_FAN)
{
drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
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
{
mDeviceContext->Draw(count, 0);
return gl::Error(GL_NO_ERROR);
}
}
void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
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)
{
drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
}
else if (mode == GL_TRIANGLE_FAN)
{
drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances);
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);
}
}
void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
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)
......@@ -1117,9 +1123,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (error.isError())
{
SafeDelete(mLineLoopIB);
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
......@@ -1128,16 +1132,14 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
{
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
return gl::error(GL_OUT_OF_MEMORY);
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())
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
void* mappedMemory = NULL;
......@@ -1145,8 +1147,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
if (error.isError())
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
......@@ -1188,8 +1189,7 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->unmapBuffer();
if (error.isError())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
......@@ -1205,9 +1205,11 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
}
mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
return gl::Error(GL_NO_ERROR);
}
void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
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)
......@@ -1225,9 +1227,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
if (error.isError())
{
SafeDelete(mTriangleFanIB);
ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
......@@ -1238,16 +1238,14 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
{
ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
return gl::error(GL_OUT_OF_MEMORY);
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())
{
ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
void* mappedMemory = NULL;
......@@ -1255,8 +1253,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
if (error.isError())
{
ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
......@@ -1302,8 +1299,7 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
error = mTriangleFanIB->unmapBuffer();
if (error.isError())
{
ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
......@@ -1326,10 +1322,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
{
mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
}
return gl::Error(GL_NO_ERROR);
}
void Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive)
gl::Error Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive)
{
ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout);
ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer);
......@@ -1390,9 +1388,11 @@ void Renderer11::applyShaders(gl::ProgramBinary *programBinary, const gl::Vertex
{
programBinary->dirtyAllUniforms();
}
return gl::Error(GL_NO_ERROR);
}
void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
{
const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
......@@ -1547,6 +1547,8 @@ void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
}
return gl::Error(GL_NO_ERROR);
}
gl::Error Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
......
......@@ -60,34 +60,34 @@ class Renderer11 : public Renderer
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
virtual gl::Error generateSwizzle(gl::Texture *texture);
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual void setRasterizerState(const gl::RasterizerState &rasterState);
virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask);
virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
virtual void applyUniforms(const gl::ProgramBinary &programBinary);
virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary);
virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
GLint first, GLsizei count, GLsizei instances);
virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
......@@ -206,8 +206,8 @@ class Renderer11 : public Renderer
virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
......
......@@ -643,7 +643,7 @@ gl::Error Renderer9::generateSwizzle(gl::Texture *texture)
return gl::Error(GL_INVALID_OPERATION);
}
void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
gl::Error Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
{
std::vector<bool> &forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
std::vector<gl::SamplerState> &appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
......@@ -670,9 +670,11 @@ void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::Sampl
forceSetSamplers[index] = false;
appliedSamplers[index] = samplerState;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
gl::Error Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
{
int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
int d3dSampler = index + d3dSamplerOffset;
......@@ -707,15 +709,17 @@ void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture
}
appliedSerials[index] = serial;
return gl::Error(GL_NO_ERROR);
}
bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
gl::Error Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
{
// No effect in ES2/D3D9
return true;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
gl::Error Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
{
bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
......@@ -751,10 +755,12 @@ void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
}
mForceSetRasterState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
gl::Error Renderer9::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask)
{
bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
......@@ -855,10 +861,12 @@ void Renderer9::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState
}
mForceSetBlendState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW)
gl::Error Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW)
{
bool depthStencilStateChanged = mForceSetDepthStencilState ||
memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
......@@ -947,6 +955,8 @@ void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilSt
}
mForceSetDepthStencilState = false;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
......@@ -1140,7 +1150,7 @@ gl::FramebufferAttachment *Renderer9::getNullColorbuffer(gl::FramebufferAttachme
return nullbuffer;
}
bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
gl::Error Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
{
// if there is no color attachment we must synthesize a NULL colorattachment
// to keep the D3D runtime happy. This should only be possible if depth texturing.
......@@ -1151,8 +1161,7 @@ bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
}
if (!attachment)
{
ERR("unable to locate renderbuffer for FBO.");
return false;
return gl::Error(GL_OUT_OF_MEMORY, "Unable to locate renderbuffer for FBO.");
}
bool renderTargetChanged = false;
......@@ -1170,8 +1179,7 @@ bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
if (!renderTargetSurface)
{
ERR("render target pointer unexpectedly null.");
return false; // Context must be lost
return gl::Error(GL_OUT_OF_MEMORY, "Internal render target pointer unexpectedly null.");
}
mDevice->SetRenderTarget(0, renderTargetSurface);
......@@ -1214,8 +1222,7 @@ bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
if (!depthStencilSurface)
{
ERR("depth stencil pointer unexpectedly null.");
return false; // Context must be lost
return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil pointer unexpectedly null.");
}
mDevice->SetDepthStencilSurface(depthStencilSurface);
......@@ -1258,7 +1265,7 @@ bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
mRenderTargetDescInitialized = true;
}
return true;
return gl::Error(GL_NO_ERROR);
}
gl::Error Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
......@@ -1302,7 +1309,7 @@ void Renderer9::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffe
UNREACHABLE();
}
void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
gl::Error Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive)
{
ASSERT(!transformFeedbackActive);
......@@ -1310,14 +1317,15 @@ void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool t
if (mode == GL_LINE_LOOP)
{
drawLineLoop(count, GL_NONE, NULL, 0, NULL);
return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
}
else if (instances > 0)
{
StaticIndexBufferInterface *countingIB = getCountingIB(count);
if (!countingIB)
StaticIndexBufferInterface *countingIB = NULL;
gl::Error error = getCountingIB(count, &countingIB);
if (error.isError())
{
return;
return error;
}
if (mAppliedIBSerial != countingIB->getSerial())
......@@ -1332,15 +1340,18 @@ void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool t
{
mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
}
return gl::Error(GL_NO_ERROR);
}
else // Regular case
{
mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
return gl::Error(GL_NO_ERROR);
}
}
void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
gl::Error Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
{
startScene();
......@@ -1348,11 +1359,11 @@ void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvo
if (mode == GL_POINTS)
{
drawIndexedPoints(count, type, indices, minIndex, elementArrayBuffer);
return drawIndexedPoints(count, type, indices, minIndex, elementArrayBuffer);
}
else if (mode == GL_LINE_LOOP)
{
drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
}
else
{
......@@ -1361,10 +1372,11 @@ void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvo
GLsizei vertexCount = static_cast<int>(indexInfo.indexRange.length()) + 1;
mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
}
return gl::Error(GL_NO_ERROR);
}
}
void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
gl::Error Renderer9::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)
......@@ -1386,9 +1398,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (error.isError())
{
SafeDelete(mLineLoopIB);
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
......@@ -1397,16 +1407,14 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
{
ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
return gl::error(GL_OUT_OF_MEMORY);
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())
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
void* mappedMemory = NULL;
......@@ -1414,8 +1422,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
if (error.isError())
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
startIndex = static_cast<unsigned int>(offset) / 4;
......@@ -1457,8 +1464,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->unmapBuffer();
if (error.isError())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
else
......@@ -1470,9 +1476,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (error.isError())
{
SafeDelete(mLineLoopIB);
ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
......@@ -1481,16 +1485,14 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
{
ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
return gl::error(GL_OUT_OF_MEMORY);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
}
const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
if (error.isError())
{
ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
void* mappedMemory = NULL;
......@@ -1498,8 +1500,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
if (error.isError())
{
ERR("Could not map index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
startIndex = static_cast<unsigned int>(offset) / 2;
......@@ -1541,8 +1542,7 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
error = mLineLoopIB->unmapBuffer();
if (error.isError())
{
ERR("Could not unmap index buffer for GL_LINE_LOOP.");
return gl::error(GL_OUT_OF_MEMORY);
return error;
}
}
......@@ -1555,19 +1555,23 @@ void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
}
mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
return gl::Error(GL_NO_ERROR);
}
template <typename T>
static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex)
static gl::Error drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex)
{
for (int i = 0; i < count; i++)
{
unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]) - minIndex;
device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
}
return gl::Error(GL_NO_ERROR);
}
void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
gl::Error Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
{
// Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
// for each individual point. This call is not expected to happen often.
......@@ -1581,14 +1585,14 @@ void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indi
switch (type)
{
case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices, minIndex); break;
case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices, minIndex); break;
case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices, minIndex); break;
default: UNREACHABLE();
case GL_UNSIGNED_BYTE: return drawPoints<GLubyte>(mDevice, count, indices, minIndex);
case GL_UNSIGNED_SHORT: return drawPoints<GLushort>(mDevice, count, indices, minIndex);
case GL_UNSIGNED_INT: return drawPoints<GLuint>(mDevice, count, indices, minIndex);
default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION);
}
}
StaticIndexBufferInterface *Renderer9::getCountingIB(size_t count)
gl::Error Renderer9::getCountingIB(size_t count, StaticIndexBufferInterface **outIB)
{
// Update the counting index buffer if it is not large enough or has not been created yet.
if (count <= 65536) // 16-bit indices
......@@ -1605,8 +1609,7 @@ StaticIndexBufferInterface *Renderer9::getCountingIB(size_t count)
gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
if (error.isError())
{
ERR("Failed to map counting buffer.");
return NULL;
return error;
}
unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
......@@ -1618,12 +1621,9 @@ StaticIndexBufferInterface *Renderer9::getCountingIB(size_t count)
error = mCountingIB->unmapBuffer();
if (error.isError())
{
ERR("Failed to unmap counting buffer.");
return NULL;
return error;
}
}
return mCountingIB;
}
else if (getRendererExtensions().elementIndexUint)
{
......@@ -1639,8 +1639,7 @@ StaticIndexBufferInterface *Renderer9::getCountingIB(size_t count)
gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
if (error.isError())
{
ERR("Failed to map counting buffer.");
return NULL;
return error;
}
unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
......@@ -1652,22 +1651,21 @@ StaticIndexBufferInterface *Renderer9::getCountingIB(size_t count)
error = mCountingIB->unmapBuffer();
if (error.isError())
{
ERR("Failed to unmap counting buffer.");
return NULL;
return error;
}
}
return mCountingIB;
}
else
{
ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
return gl::error<StaticIndexBufferInterface*>(GL_OUT_OF_MEMORY, NULL);
return gl::Error(GL_OUT_OF_MEMORY, "Could not create a counting index buffer for glDrawArraysInstanced.");
}
*outIB = mCountingIB;
return gl::Error(GL_NO_ERROR);
}
void Renderer9::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive)
gl::Error Renderer9::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive)
{
ASSERT(!transformFeedbackActive);
ASSERT(!rasterizerDiscard);
......@@ -1702,9 +1700,11 @@ void Renderer9::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexF
mDxUniformsDirty = true;
mAppliedProgramSerial = programSerial;
}
return gl::Error(GL_NO_ERROR);
}
void Renderer9::applyUniforms(const gl::ProgramBinary &programBinary)
gl::Error Renderer9::applyUniforms(const gl::ProgramBinary &programBinary)
{
const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms();
......@@ -1756,6 +1756,8 @@ void Renderer9::applyUniforms(const gl::ProgramBinary &programBinary)
mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
mDxUniformsDirty = false;
}
return gl::Error(GL_NO_ERROR);
}
void Renderer9::applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v)
......
......@@ -61,25 +61,25 @@ class Renderer9 : public Renderer
HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
virtual gl::Error generateSwizzle(gl::Texture *texture);
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual void setRasterizerState(const gl::RasterizerState &rasterState);
virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask);
virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
virtual void applyUniforms(const gl::ProgramBinary &programBinary);
virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary);
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
GLint first, GLsizei count, GLsizei instances);
......@@ -87,9 +87,9 @@ class Renderer9 : public Renderer
virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
......@@ -209,10 +209,10 @@ class Renderer9 : public Renderer
void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v);
void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v);
void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
gl::Error drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
StaticIndexBufferInterface *getCountingIB(size_t count);
gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB);
bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
gl::FramebufferAttachment *getNullColorbuffer(gl::FramebufferAttachment *depthbuffer);
......
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