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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00008// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009
Geoff Lang2a64ee42013-05-31 11:22:40 -040010#include "common/utilities.h"
11
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000014#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000015#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000016#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000017#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000018#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040019#include "libGLESv2/renderer/d3d9/Renderer9.h"
20#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
21#include "libGLESv2/renderer/d3d9/formatutils9.h"
22#include "libGLESv2/renderer/d3d9/ShaderExecutable9.h"
23#include "libGLESv2/renderer/d3d9/SwapChain9.h"
24#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
25#include "libGLESv2/renderer/d3d9/Image9.h"
26#include "libGLESv2/renderer/d3d9/Blit9.h"
27#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
28#include "libGLESv2/renderer/d3d9/VertexBuffer9.h"
29#include "libGLESv2/renderer/d3d9/IndexBuffer9.h"
30#include "libGLESv2/renderer/d3d9/BufferStorage9.h"
31#include "libGLESv2/renderer/d3d9/Query9.h"
32#include "libGLESv2/renderer/d3d9/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000033
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
Al Patrick3c6344e2013-09-23 14:57:00 -040036#include "third_party/trace_event/trace_event.h"
37
daniel@transgaming.com621ce052012-10-31 17:52:29 +000038// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
39#define REF_RAST 0
40
41// The "Debug This Pixel..." feature in PIX often fails when using the
42// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
43// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
44#if !defined(ANGLE_ENABLE_D3D9EX)
45// Enables use of the IDirect3D9Ex interface, when available
46#define ANGLE_ENABLE_D3D9EX 1
47#endif // !defined(ANGLE_ENABLE_D3D9EX)
48
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000049#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
50#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
51#endif
52
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000053const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
54const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
55
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000056namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000057{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_A1R5G5B5,
61 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
62 D3DFMT_A8R8G8B8,
63 D3DFMT_R5G6B5,
64 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
65 D3DFMT_X8R8G8B8
66 };
67
daniel@transgaming.com222ee082012-11-28 19:31:49 +000068static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000069 {
70 D3DFMT_UNKNOWN,
71 // D3DFMT_D16_LOCKABLE,
72 D3DFMT_D32,
73 // D3DFMT_D15S1,
74 D3DFMT_D24S8,
75 D3DFMT_D24X8,
76 // D3DFMT_D24X4S4,
77 D3DFMT_D16,
78 // D3DFMT_D32F_LOCKABLE,
79 // D3DFMT_D24FS8
80 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000081
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000082enum
83{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000084 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
85 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
86 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
87 MAX_VARYING_VECTORS_SM2 = 8,
88 MAX_VARYING_VECTORS_SM3 = 10,
89
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000090 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
91};
92
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000093Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000094{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000095 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000096
97 mD3d9 = NULL;
98 mD3d9Ex = NULL;
99 mDevice = NULL;
100 mDeviceEx = NULL;
101 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +0000102 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000103
104 mAdapter = D3DADAPTER_DEFAULT;
105
106 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
107 mDeviceType = D3DDEVTYPE_REF;
108 #else
109 mDeviceType = D3DDEVTYPE_HAL;
110 #endif
111
112 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000113
114 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000115
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000116 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000117
118 mVertexDataManager = NULL;
119 mIndexDataManager = NULL;
120 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000121
122 mMaxNullColorbufferLRU = 0;
123 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
124 {
125 mNullColorbufferCache[i].lruCount = 0;
126 mNullColorbufferCache[i].width = 0;
127 mNullColorbufferCache[i].height = 0;
128 mNullColorbufferCache[i].buffer = NULL;
129 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000130}
131
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000132Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000133{
134 if (mDevice)
135 {
136 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000137 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000138 {
139 resetDevice();
140 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000141 }
142
Jamie Madillb7935e52013-11-20 15:47:47 -0500143 deinitialize();
144}
145
146void Renderer9::deinitialize()
147{
148 releaseDeviceResources();
149
150 SafeRelease(mDevice);
Geoff Langea228632013-07-30 15:17:12 -0400151 SafeRelease(mDeviceEx);
152 SafeRelease(mD3d9);
Jamie Madillb7935e52013-11-20 15:47:47 -0500153 SafeRelease(mD3d9Ex);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000154
155 if (mDeviceWindow)
156 {
157 DestroyWindow(mDeviceWindow);
158 mDeviceWindow = NULL;
159 }
160
Geoff Langea228632013-07-30 15:17:12 -0400161 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000162}
163
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000164Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
165{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000166 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000167 return static_cast<rx::Renderer9*>(renderer);
168}
169
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000170EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000171{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000172 if (!initializeCompiler())
173 {
174 return EGL_NOT_INITIALIZED;
175 }
176
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000177 if (mSoftwareDevice)
178 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400179 TRACE_EVENT0("gpu", "GetModuleHandle_swiftshader");
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000180 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
181 }
182 else
183 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400184 TRACE_EVENT0("gpu", "GetModuleHandle_d3d9");
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000185 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
186 }
187
188 if (mD3d9Module == NULL)
189 {
190 ERR("No D3D9 module found - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000194 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
195 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
196
197 // Use Direct3D9Ex if available. Among other things, this version is less
198 // inclined to report a lost context, for example when the user switches
199 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
200 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
201 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400202 TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000203 ASSERT(mD3d9Ex);
204 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
205 ASSERT(mD3d9);
206 }
207 else
208 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400209 TRACE_EVENT0("gpu", "Direct3DCreate9");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000210 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
211 }
212
213 if (!mD3d9)
214 {
215 ERR("Could not create D3D9 device - aborting!\n");
216 return EGL_NOT_INITIALIZED;
217 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000218
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000219 if (mDc != NULL)
220 {
221 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
222 }
223
224 HRESULT result;
225
226 // Give up on getting device caps after about one second.
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000227 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400228 TRACE_EVENT0("gpu", "GetDeviceCaps");
229 for (int i = 0; i < 10; ++i)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000230 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400231 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
232 if (SUCCEEDED(result))
233 {
234 break;
235 }
236 else if (result == D3DERR_NOTAVAILABLE)
237 {
238 Sleep(100); // Give the driver some time to initialize/recover
239 }
240 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
241 {
242 ERR("failed to get device caps (0x%x)\n", result);
243 return EGL_NOT_INITIALIZED;
244 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000245 }
246 }
247
248 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
249 {
250 ERR("Renderer does not support PS 2.0. aborting!\n");
251 return EGL_NOT_INITIALIZED;
252 }
253
254 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
Jamie Madille83d1a92013-10-24 17:49:33 -0400255 // This is required by Texture2D::ensureRenderTarget.
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000256 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
257 {
258 ERR("Renderer does not support stretctrect from textures!\n");
259 return EGL_NOT_INITIALIZED;
260 }
261
Al Patrick3c6344e2013-09-23 14:57:00 -0400262 {
263 TRACE_EVENT0("gpu", "GetAdapterIdentifier");
264 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
265 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000266
267 // ATI cards on XP have problems with non-power-of-two textures.
268 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
269 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
270 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
271 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
272
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000273 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
274 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
275
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000276 mMinSwapInterval = 4;
277 mMaxSwapInterval = 0;
278
279 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
280 {
281 mMinSwapInterval = std::min(mMinSwapInterval, 0);
282 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
283 }
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 1);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 2);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 3);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 4);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
303 }
304
Geoff Lang61e49a52013-05-29 10:22:58 -0400305 mMaxSupportedSamples = 0;
306
307 const d3d9::D3DFormatSet &d3d9Formats = d3d9::GetAllUsedD3DFormats();
308 for (d3d9::D3DFormatSet::const_iterator i = d3d9Formats.begin(); i != d3d9Formats.end(); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000309 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400310 TRACE_EVENT0("gpu", "getMultiSampleSupport");
Geoff Lang61e49a52013-05-29 10:22:58 -0400311 MultisampleSupportInfo support = getMultiSampleSupport(*i);
312 mMultiSampleSupport[*i] = support;
313 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
daniel@transgaming.com92955622012-10-31 18:38:41 +0000314 }
315
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000316 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
317 static const TCHAR className[] = TEXT("STATIC");
318
Al Patrick3c6344e2013-09-23 14:57:00 -0400319 {
320 TRACE_EVENT0("gpu", "CreateWindowEx");
321 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
322 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000323
324 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
325 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
326
Al Patrick3c6344e2013-09-23 14:57:00 -0400327 {
328 TRACE_EVENT0("gpu", "D3d9_CreateDevice");
329 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
330 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000331 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
332 {
333 return EGL_BAD_ALLOC;
334 }
335
336 if (FAILED(result))
337 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400338 TRACE_EVENT0("gpu", "D3d9_CreateDevice2");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000339 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
340
341 if (FAILED(result))
342 {
343 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
344 return EGL_BAD_ALLOC;
345 }
346 }
347
348 if (mD3d9Ex)
349 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400350 TRACE_EVENT0("gpu", "mDevice_QueryInterface");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000351 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
352 ASSERT(SUCCEEDED(result));
353 }
354
Al Patrick3c6344e2013-09-23 14:57:00 -0400355 {
356 TRACE_EVENT0("gpu", "ShaderCache initialize");
357 mVertexShaderCache.initialize(mDevice);
358 mPixelShaderCache.initialize(mDevice);
359 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000360
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000361 // Check occlusion query support
362 IDirect3DQuery9 *occlusionQuery = NULL;
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000363 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400364 TRACE_EVENT0("gpu", "device_CreateQuery");
365 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
366 {
367 SafeRelease(occlusionQuery);
368 mOcclusionQuerySupport = true;
369 }
370 else
371 {
372 mOcclusionQuerySupport = false;
373 }
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000374 }
375
376 // Check event query support
377 IDirect3DQuery9 *eventQuery = NULL;
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000378 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400379 TRACE_EVENT0("gpu", "device_CreateQuery2");
380 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
381 {
382 SafeRelease(eventQuery);
383 mEventQuerySupport = true;
384 }
385 else
386 {
387 mEventQuerySupport = false;
388 }
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000389 }
390
391 D3DDISPLAYMODE currentDisplayMode;
392 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
393
394 // Check vertex texture support
395 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
396 // We test this using D3D9 by checking support for the R16F format.
397 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
398 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
399 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
400
Geoff Langd42cf4e2013-06-05 16:09:17 -0400401 // Check RGB565 texture support
402 mRGB565TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
403 D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5));
404
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000405 // Check depth texture support
406 // we use INTZ for depth textures in Direct3D9
407 // we also want NULL texture support to ensure the we can make depth-only FBOs
408 // see http://aras-p.info/texts/D3D9GPUHacks.html
409 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
410 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
411 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
412 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
413
414 // Check 32 bit floating point texture support
415 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
416 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
417 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
418 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
419
420 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
421 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
423 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
424
425 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
426 {
427 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
428 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
429 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
430 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
431 }
432 else
433 {
434 mFloat32TextureSupport = true;
435 }
436
437 // Check 16 bit floating point texture support
438 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
439 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
440 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
441 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
442
443 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
444 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
445 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
446 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
447
448 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
449 {
450 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
451 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
452 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
453 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
454 }
455 else
456 {
457 mFloat16TextureSupport = true;
458 }
459
Geoff Lang632192d2013-10-04 13:40:46 -0400460 D3DFORMAT rgTextureFormats[] =
461 {
462 D3DFMT_R16F,
463 D3DFMT_G16R16F,
464 D3DFMT_R32F,
465 D3DFMT_G32R32F,
466 };
467
468 mRGTextureSupport = true;
469 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
470 {
471 D3DFORMAT fmt = rgTextureFormats[i];
472 mRGTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, fmt)) &&
473 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt)) &&
474 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, fmt)) &&
475 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, fmt));
476 }
477
478
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000479 // Check DXT texture support
480 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
481 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
482 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
483
484 // Check luminance[alpha] texture support
485 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
486 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
487
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000488 initializeDevice();
489
490 return EGL_SUCCESS;
491}
492
493// do any one-time device initialization
494// NOTE: this is also needed after a device lost/reset
495// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000496void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000497{
498 // Permanent non-default states
499 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
500 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
501
502 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
503 {
504 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
505 }
506 else
507 {
508 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
509 }
510
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000511 markAllStateDirty();
512
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000513 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000514
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000515 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
Geoff Langdce735c2013-06-04 10:21:18 -0400516 mBlit = new Blit9(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000517 mVertexDataManager = new rx::VertexDataManager(this);
518 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000519}
520
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000521D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000522{
523 D3DPRESENT_PARAMETERS presentParameters = {0};
524
525 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
526 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
527 presentParameters.BackBufferCount = 1;
528 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
529 presentParameters.BackBufferWidth = 1;
530 presentParameters.BackBufferHeight = 1;
531 presentParameters.EnableAutoDepthStencil = FALSE;
532 presentParameters.Flags = 0;
533 presentParameters.hDeviceWindow = mDeviceWindow;
534 presentParameters.MultiSampleQuality = 0;
535 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
536 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
537 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
538 presentParameters.Windowed = TRUE;
539
540 return presentParameters;
541}
542
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000543int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000544{
545 D3DDISPLAYMODE currentDisplayMode;
546 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
547
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000548 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
549 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000550 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
551 int numConfigs = 0;
552
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000553 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000554 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000555 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000556
557 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
558
559 if (SUCCEEDED(result))
560 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000561 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000562 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000563 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000564 HRESULT result = D3D_OK;
565
566 if(depthStencilFormat != D3DFMT_UNKNOWN)
567 {
568 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
569 }
570
571 if (SUCCEEDED(result))
572 {
573 if(depthStencilFormat != D3DFMT_UNKNOWN)
574 {
575 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
576 }
577
578 if (SUCCEEDED(result))
579 {
580 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000581 newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
582 newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000583 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
584 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000585 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000586
587 (*configDescList)[numConfigs++] = newConfig;
588 }
589 }
590 }
591 }
592 }
593
594 return numConfigs;
595}
596
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000597void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000598{
599 delete [] (configDescList);
600}
601
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000602void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000603{
604 if (!mSceneStarted)
605 {
606 long result = mDevice->BeginScene();
607 if (SUCCEEDED(result)) {
608 // This is defensive checking against the device being
609 // lost at unexpected times.
610 mSceneStarted = true;
611 }
612 }
613}
614
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000615void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000616{
617 if (mSceneStarted)
618 {
619 // EndScene can fail if the device was lost, for example due
620 // to a TDR during a draw call.
621 mDevice->EndScene();
622 mSceneStarted = false;
623 }
624}
625
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000626void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000627{
628 HRESULT result;
629
630 IDirect3DQuery9* query = allocateEventQuery();
631 if (!query)
632 {
633 return;
634 }
635
636 result = query->Issue(D3DISSUE_END);
637 ASSERT(SUCCEEDED(result));
638
639 do
640 {
641 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
642
643 if(block && result == S_FALSE)
644 {
645 // Keep polling, but allow other threads to do something useful first
646 Sleep(0);
647 // explicitly check for device loss
648 // some drivers seem to return S_FALSE even if the device is lost
649 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000650 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000651 {
652 result = D3DERR_DEVICELOST;
653 }
654 }
655 }
656 while(block && result == S_FALSE);
657
658 freeEventQuery(query);
659
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000660 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000661 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000662 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000663 }
664}
665
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000666SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
667{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000668 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000669}
670
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000671IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000672{
673 IDirect3DQuery9 *query = NULL;
674
675 if (mEventQueryPool.empty())
676 {
677 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
678 ASSERT(SUCCEEDED(result));
679 }
680 else
681 {
682 query = mEventQueryPool.back();
683 mEventQueryPool.pop_back();
684 }
685
686 return query;
687}
688
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000689void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000690{
691 if (mEventQueryPool.size() > 1000)
692 {
Geoff Langea228632013-07-30 15:17:12 -0400693 SafeRelease(query);
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000694 }
695 else
696 {
697 mEventQueryPool.push_back(query);
698 }
699}
700
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000701IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000702{
703 return mVertexShaderCache.create(function, length);
704}
705
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000706IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000707{
708 return mPixelShaderCache.create(function, length);
709}
710
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000711HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
712{
713 D3DPOOL Pool = getBufferPool(Usage);
714 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
715}
716
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000717VertexBuffer *Renderer9::createVertexBuffer()
718{
719 return new VertexBuffer9(this);
720}
721
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000722HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
723{
724 D3DPOOL Pool = getBufferPool(Usage);
725 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
726}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000727
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000728IndexBuffer *Renderer9::createIndexBuffer()
729{
730 return new IndexBuffer9(this);
731}
732
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000733BufferStorage *Renderer9::createBufferStorage()
734{
735 return new BufferStorage9();
736}
737
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000738QueryImpl *Renderer9::createQuery(GLenum type)
739{
740 return new Query9(this, type);
741}
742
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000743FenceImpl *Renderer9::createFence()
744{
745 return new Fence9(this);
746}
747
Geoff Lang005df412013-10-16 14:12:50 -0400748bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -0400749{
750 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
751 return false;
752}
753
Jamie Madilla21eea32013-09-18 14:36:25 -0400754bool Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
755 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
756{
757 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
758 UNREACHABLE();
759 return false;
760}
761
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000762void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000763{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000764 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
765 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000766
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000767 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000768 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000769 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
770 int d3dSampler = index + d3dSamplerOffset;
771
772 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
773 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
774
775 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
776 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
777 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
778 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
779 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
780 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
781 if (mSupportsTextureFilterAnisotropy)
782 {
783 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
784 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000785 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000786
787 forceSetSamplers[index] = false;
788 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000789}
790
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000791void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000792{
793 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
794 int d3dSampler = index + d3dSamplerOffset;
795 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000796 unsigned int serial = 0;
797 bool forceSetTexture = false;
798
799 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000800
801 if (texture)
802 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000803 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000804 if (texStorage)
805 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000806 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000807 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000808 }
809 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000810 // in the texture class and we're unexpectedly missing the d3d texture
811 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000812
813 serial = texture->getTextureSerial();
814 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000815 }
816
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000817 if (forceSetTexture || appliedSerials[index] != serial)
818 {
819 mDevice->SetTexture(d3dSampler, d3dTexture);
820 }
821
822 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000823}
824
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000825bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
826{
827 // No effect in ES2/D3D9
828 return true;
829}
830
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000831void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000832{
833 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000834
835 if (rasterStateChanged)
836 {
837 // Set the cull mode
838 if (rasterState.cullFace)
839 {
840 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
841 }
842 else
843 {
844 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
845 }
846
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000847 if (rasterState.polygonOffsetFill)
848 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000849 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000850 {
851 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
852
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000853 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000854 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
855 }
856 }
857 else
858 {
859 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
860 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
861 }
862
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000863 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000864 }
865
866 mForceSetRasterState = false;
867}
868
Geoff Lang2a64ee42013-05-31 11:22:40 -0400869void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000870{
871 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
Geoff Lang2a64ee42013-05-31 11:22:40 -0400872 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000873 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
874
875 if (blendStateChanged || blendColorChanged)
876 {
877 if (blendState.blend)
878 {
879 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
880
881 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
882 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
883 {
884 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
885 }
886 else
887 {
888 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
889 gl::unorm<8>(blendColor.alpha),
890 gl::unorm<8>(blendColor.alpha),
891 gl::unorm<8>(blendColor.alpha)));
892 }
893
894 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
895 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
896 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
897
898 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
899 blendState.destBlendRGB != blendState.destBlendAlpha ||
900 blendState.blendEquationRGB != blendState.blendEquationAlpha)
901 {
902 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
903
904 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
905 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
906 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
907 }
908 else
909 {
910 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
911 }
912 }
913 else
914 {
915 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
916 }
917
918 if (blendState.sampleAlphaToCoverage)
919 {
920 FIXME("Sample alpha to coverage is unimplemented.");
921 }
922
923 // Set the color mask
924 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
925 // Apparently some ATI cards have a bug where a draw with a zero color
926 // write mask can cause later draws to have incorrect results. Instead,
927 // set a nonzero color write mask but modify the blend state so that no
928 // drawing is done.
929 // http://code.google.com/p/angleproject/issues/detail?id=169
930
931 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
932 blendState.colorMaskBlue, blendState.colorMaskAlpha);
933 if (colorMask == 0 && !zeroColorMaskAllowed)
934 {
935 // Enable green channel, but set blending so nothing will be drawn.
936 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
937 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
938
939 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
940 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
941 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
942 }
943 else
944 {
945 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
946 }
947
948 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
949
950 mCurBlendState = blendState;
951 mCurBlendColor = blendColor;
952 }
953
954 if (sampleMaskChanged)
955 {
956 // Set the multisample mask
957 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
958 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
959
960 mCurSampleMask = sampleMask;
961 }
962
963 mForceSetBlendState = false;
964}
965
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000966void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000967 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000968{
969 bool depthStencilStateChanged = mForceSetDepthStencilState ||
970 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000971 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
972 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000973 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974
975 if (depthStencilStateChanged)
976 {
977 if (depthStencilState.depthTest)
978 {
979 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
980 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
981 }
982 else
983 {
984 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
985 }
986
987 mCurDepthStencilState = depthStencilState;
988 }
989
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000990 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000991 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000992 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000993 {
994 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
995 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
996
997 // FIXME: Unsupported by D3D9
998 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
999 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
1000 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
1001 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001002 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001003 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
1004 {
1005 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001006 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001007 }
1008
1009 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001010 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001011
1012 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1013 depthStencilState.stencilWritemask);
1014 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1015 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
1016
1017 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001018 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001019 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1020 depthStencilState.stencilMask);
1021
1022 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1023 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
1024 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1025 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
1026 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1027 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
1028
1029 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1030 depthStencilState.stencilBackWritemask);
1031 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1032 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1033
1034 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001035 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001036 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1037 depthStencilState.stencilBackMask);
1038
1039 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1040 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1041 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1042 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1043 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1044 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1045 }
1046 else
1047 {
1048 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1049 }
1050
1051 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1052
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001053 mCurStencilRef = stencilRef;
1054 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001055 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001056 }
1057
1058 mForceSetDepthStencilState = false;
1059}
1060
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001061void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001062{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001063 bool scissorChanged = mForceSetScissor ||
1064 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1065 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001066
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001067 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001068 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001069 if (enabled)
1070 {
1071 RECT rect;
1072 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1073 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1074 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1075 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1076 mDevice->SetScissorRect(&rect);
1077 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001078
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001079 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1080
1081 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001082 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001083 }
1084
1085 mForceSetScissor = false;
1086}
1087
daniel@transgaming.com12985182012-12-20 20:56:31 +00001088bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001089 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001091 gl::Rectangle actualViewport = viewport;
1092 float actualZNear = gl::clamp01(zNear);
1093 float actualZFar = gl::clamp01(zFar);
1094 if (ignoreViewport)
1095 {
1096 actualViewport.x = 0;
1097 actualViewport.y = 0;
1098 actualViewport.width = mRenderTargetDesc.width;
1099 actualViewport.height = mRenderTargetDesc.height;
1100 actualZNear = 0.0f;
1101 actualZFar = 1.0f;
1102 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001103
1104 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001105 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1106 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1107 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1108 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1109 dxViewport.MinZ = actualZNear;
1110 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001111
1112 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1113 {
1114 return false; // Nothing to render
1115 }
1116
Geoff Langde14d602013-08-14 12:28:33 -04001117 float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
1118
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001119 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
Geoff Langde14d602013-08-14 12:28:33 -04001120 actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001121 if (viewportChanged)
1122 {
1123 mDevice->SetViewport(&dxViewport);
1124
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001125 mCurViewport = actualViewport;
1126 mCurNear = actualZNear;
1127 mCurFar = actualZFar;
Geoff Langde14d602013-08-14 12:28:33 -04001128 mCurDepthFront = depthFront;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001129
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001130 dx_VertexConstants vc = {0};
1131 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001132
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001133 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1134 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1135 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1136 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001137
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001138 pc.viewCoords[0] = actualViewport.width * 0.5f;
1139 pc.viewCoords[1] = actualViewport.height * 0.5f;
1140 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1141 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001142
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001143 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1144 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
Geoff Langde14d602013-08-14 12:28:33 -04001145 pc.depthFront[2] = depthFront;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001146
1147 vc.depthRange[0] = actualZNear;
1148 vc.depthRange[1] = actualZFar;
1149 vc.depthRange[2] = actualZFar - actualZNear;
1150
1151 pc.depthRange[0] = actualZNear;
1152 pc.depthRange[1] = actualZFar;
1153 pc.depthRange[2] = actualZFar - actualZNear;
1154
1155 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1156 {
1157 mVertexConstants = vc;
1158 mDxUniformsDirty = true;
1159 }
1160
1161 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1162 {
1163 mPixelConstants = pc;
1164 mDxUniformsDirty = true;
1165 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001166 }
1167
1168 mForceSetViewport = false;
1169 return true;
1170}
1171
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001172bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1173{
1174 switch (mode)
1175 {
1176 case GL_POINTS:
1177 mPrimitiveType = D3DPT_POINTLIST;
1178 mPrimitiveCount = count;
1179 break;
1180 case GL_LINES:
1181 mPrimitiveType = D3DPT_LINELIST;
1182 mPrimitiveCount = count / 2;
1183 break;
1184 case GL_LINE_LOOP:
1185 mPrimitiveType = D3DPT_LINESTRIP;
1186 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1187 break;
1188 case GL_LINE_STRIP:
1189 mPrimitiveType = D3DPT_LINESTRIP;
1190 mPrimitiveCount = count - 1;
1191 break;
1192 case GL_TRIANGLES:
1193 mPrimitiveType = D3DPT_TRIANGLELIST;
1194 mPrimitiveCount = count / 3;
1195 break;
1196 case GL_TRIANGLE_STRIP:
1197 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1198 mPrimitiveCount = count - 2;
1199 break;
1200 case GL_TRIANGLE_FAN:
1201 mPrimitiveType = D3DPT_TRIANGLEFAN;
1202 mPrimitiveCount = count - 2;
1203 break;
1204 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001205 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001206 }
1207
1208 return mPrimitiveCount > 0;
1209}
1210
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001211
1212gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1213{
1214 if (!depthbuffer)
1215 {
1216 ERR("Unexpected null depthbuffer for depth-only FBO.");
1217 return NULL;
1218 }
1219
1220 GLsizei width = depthbuffer->getWidth();
1221 GLsizei height = depthbuffer->getHeight();
1222
1223 // search cached nullcolorbuffers
1224 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1225 {
1226 if (mNullColorbufferCache[i].buffer != NULL &&
1227 mNullColorbufferCache[i].width == width &&
1228 mNullColorbufferCache[i].height == height)
1229 {
1230 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1231 return mNullColorbufferCache[i].buffer;
1232 }
1233 }
1234
1235 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1236
1237 // add nullbuffer to the cache
1238 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1239 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1240 {
1241 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1242 {
1243 oldest = &mNullColorbufferCache[i];
1244 }
1245 }
1246
1247 delete oldest->buffer;
1248 oldest->buffer = nullbuffer;
1249 oldest->lruCount = ++mMaxNullColorbufferLRU;
1250 oldest->width = width;
1251 oldest->height = height;
1252
1253 return nullbuffer;
1254}
1255
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001256bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001257{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001258 // if there is no color attachment we must synthesize a NULL colorattachment
1259 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1260 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001261 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001262 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001263 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001264 }
1265 else
1266 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001267 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001268 }
1269 if (!renderbufferObject)
1270 {
1271 ERR("unable to locate renderbuffer for FBO.");
1272 return false;
1273 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001274
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001275 bool renderTargetChanged = false;
1276 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1277 if (renderTargetSerial != mAppliedRenderTargetSerial)
1278 {
1279 // Apply the render target on the device
1280 IDirect3DSurface9 *renderTargetSurface = NULL;
1281
1282 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1283 if (renderTarget)
1284 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001285 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001286 }
1287
1288 if (!renderTargetSurface)
1289 {
1290 ERR("render target pointer unexpectedly null.");
1291 return false; // Context must be lost
1292 }
1293
1294 mDevice->SetRenderTarget(0, renderTargetSurface);
Geoff Langea228632013-07-30 15:17:12 -04001295 SafeRelease(renderTargetSurface);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001296
1297 mAppliedRenderTargetSerial = renderTargetSerial;
1298 renderTargetChanged = true;
1299 }
1300
1301 gl::Renderbuffer *depthStencil = NULL;
1302 unsigned int depthbufferSerial = 0;
1303 unsigned int stencilbufferSerial = 0;
1304 if (framebuffer->getDepthbufferType() != GL_NONE)
1305 {
1306 depthStencil = framebuffer->getDepthbuffer();
1307 if (!depthStencil)
1308 {
1309 ERR("Depth stencil pointer unexpectedly null.");
1310 return false;
1311 }
1312
1313 depthbufferSerial = depthStencil->getSerial();
1314 }
1315 else if (framebuffer->getStencilbufferType() != GL_NONE)
1316 {
1317 depthStencil = framebuffer->getStencilbuffer();
1318 if (!depthStencil)
1319 {
1320 ERR("Depth stencil pointer unexpectedly null.");
1321 return false;
1322 }
1323
1324 stencilbufferSerial = depthStencil->getSerial();
1325 }
1326
1327 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1328 stencilbufferSerial != mAppliedStencilbufferSerial ||
1329 !mDepthStencilInitialized)
1330 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001331 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001332 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001333
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001334 // Apply the depth stencil on the device
1335 if (depthStencil)
1336 {
1337 IDirect3DSurface9 *depthStencilSurface = NULL;
1338 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1339
1340 if (depthStencilRenderTarget)
1341 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001342 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001343 }
1344
1345 if (!depthStencilSurface)
1346 {
1347 ERR("depth stencil pointer unexpectedly null.");
1348 return false; // Context must be lost
1349 }
1350
1351 mDevice->SetDepthStencilSurface(depthStencilSurface);
Geoff Langea228632013-07-30 15:17:12 -04001352 SafeRelease(depthStencilSurface);
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001353
1354 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001355 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001356 }
1357 else
1358 {
1359 mDevice->SetDepthStencilSurface(NULL);
1360 }
1361
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001362 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1363 {
1364 mCurDepthSize = depthSize;
1365 mForceSetRasterState = true;
1366 }
1367
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001368 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1369 {
1370 mCurStencilSize = stencilSize;
1371 mForceSetDepthStencilState = true;
1372 }
1373
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001374 mAppliedDepthbufferSerial = depthbufferSerial;
1375 mAppliedStencilbufferSerial = stencilbufferSerial;
1376 mDepthStencilInitialized = true;
1377 }
1378
1379 if (renderTargetChanged || !mRenderTargetDescInitialized)
1380 {
1381 mForceSetScissor = true;
1382 mForceSetViewport = true;
1383
1384 mRenderTargetDesc.width = renderbufferObject->getWidth();
1385 mRenderTargetDesc.height = renderbufferObject->getHeight();
1386 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1387 mRenderTargetDescInitialized = true;
1388 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001389
1390 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001391}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001392
Jamie Madill57a89722013-07-02 11:57:03 -04001393GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001394 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001395{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001396 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001397 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001398 if (err != GL_NO_ERROR)
1399 {
1400 return err;
1401 }
1402
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001403 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1404}
1405
1406// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001407GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001408{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001409 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001410
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001411 if (err == GL_NO_ERROR)
1412 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001413 // Directly binding the storage buffer is not supported for d3d9
1414 ASSERT(indexInfo->storage == NULL);
1415
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001416 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001417 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001418 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1419
1420 mDevice->SetIndices(indexBuffer->getBuffer());
1421 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001422 }
1423 }
1424
1425 return err;
1426}
1427
1428void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1429{
1430 startScene();
1431
1432 if (mode == GL_LINE_LOOP)
1433 {
1434 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1435 }
1436 else if (instances > 0)
1437 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001438 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001439 if (countingIB)
1440 {
1441 if (mAppliedIBSerial != countingIB->getSerial())
1442 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001443 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1444
1445 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001446 mAppliedIBSerial = countingIB->getSerial();
1447 }
1448
1449 for (int i = 0; i < mRepeatDraw; i++)
1450 {
1451 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1452 }
1453 }
1454 else
1455 {
1456 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001457 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001458 }
1459 }
1460 else // Regular case
1461 {
1462 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1463 }
1464}
1465
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001466void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467{
1468 startScene();
1469
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001470 if (mode == GL_POINTS)
1471 {
1472 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1473 }
1474 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001475 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001476 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001477 }
1478 else
1479 {
1480 for (int i = 0; i < mRepeatDraw; i++)
1481 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001482 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1483 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001484 }
1485 }
1486}
1487
1488void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1489{
1490 // Get the raw indices for an indexed draw
1491 if (type != GL_NONE && elementArrayBuffer)
1492 {
1493 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001494 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001495 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001496 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001497 }
1498
Geoff Langa36ead42013-08-02 11:54:08 -04001499 unsigned int startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001500
1501 if (get32BitIndexSupport())
1502 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001503 if (!mLineLoopIB)
1504 {
1505 mLineLoopIB = new StreamingIndexBufferInterface(this);
1506 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1507 {
1508 delete mLineLoopIB;
1509 mLineLoopIB = NULL;
1510
1511 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001512 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001513 }
1514 }
1515
Geoff Lang57e713e2013-07-31 17:01:58 -04001516 // Checked by Renderer9::applyPrimitiveType
1517 ASSERT(count >= 0);
1518
1519 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001520 {
1521 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1522 return gl::error(GL_OUT_OF_MEMORY);
1523 }
1524
Geoff Lang57e713e2013-07-31 17:01:58 -04001525 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001526 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001527 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001528 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001529 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001530 }
1531
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001532 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001533 unsigned int offset = 0;
1534 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001535 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001537 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001538 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001539
Geoff Langa36ead42013-08-02 11:54:08 -04001540 startIndex = static_cast<unsigned int>(offset) / 4;
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001541 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1542
1543 switch (type)
1544 {
1545 case GL_NONE: // Non-indexed draw
1546 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001547 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001549 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 data[count] = 0;
1551 break;
1552 case GL_UNSIGNED_BYTE:
1553 for (int i = 0; i < count; i++)
1554 {
1555 data[i] = static_cast<const GLubyte*>(indices)[i];
1556 }
1557 data[count] = static_cast<const GLubyte*>(indices)[0];
1558 break;
1559 case GL_UNSIGNED_SHORT:
1560 for (int i = 0; i < count; i++)
1561 {
1562 data[i] = static_cast<const GLushort*>(indices)[i];
1563 }
1564 data[count] = static_cast<const GLushort*>(indices)[0];
1565 break;
1566 case GL_UNSIGNED_INT:
1567 for (int i = 0; i < count; i++)
1568 {
1569 data[i] = static_cast<const GLuint*>(indices)[i];
1570 }
1571 data[count] = static_cast<const GLuint*>(indices)[0];
1572 break;
1573 default: UNREACHABLE();
1574 }
1575
1576 if (!mLineLoopIB->unmapBuffer())
1577 {
1578 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001579 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001580 }
1581 }
1582 else
1583 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001584 if (!mLineLoopIB)
1585 {
1586 mLineLoopIB = new StreamingIndexBufferInterface(this);
1587 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1588 {
1589 delete mLineLoopIB;
1590 mLineLoopIB = NULL;
1591
1592 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001593 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001594 }
1595 }
1596
Geoff Lang57e713e2013-07-31 17:01:58 -04001597 // Checked by Renderer9::applyPrimitiveType
1598 ASSERT(count >= 0);
1599
1600 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
Geoff Langeadfd572013-07-09 15:55:07 -04001601 {
1602 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1603 return gl::error(GL_OUT_OF_MEMORY);
1604 }
1605
Geoff Lang57e713e2013-07-31 17:01:58 -04001606 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001607 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001608 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001609 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001610 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001611 }
1612
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001613 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001614 unsigned int offset;
1615 if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001616 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001617 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001618 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001619 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001620
Geoff Langa36ead42013-08-02 11:54:08 -04001621 startIndex = static_cast<unsigned int>(offset) / 2;
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001622 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1623
1624 switch (type)
1625 {
1626 case GL_NONE: // Non-indexed draw
1627 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001628 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001629 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001630 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001631 data[count] = 0;
1632 break;
1633 case GL_UNSIGNED_BYTE:
1634 for (int i = 0; i < count; i++)
1635 {
1636 data[i] = static_cast<const GLubyte*>(indices)[i];
1637 }
1638 data[count] = static_cast<const GLubyte*>(indices)[0];
1639 break;
1640 case GL_UNSIGNED_SHORT:
1641 for (int i = 0; i < count; i++)
1642 {
1643 data[i] = static_cast<const GLushort*>(indices)[i];
1644 }
1645 data[count] = static_cast<const GLushort*>(indices)[0];
1646 break;
1647 case GL_UNSIGNED_INT:
1648 for (int i = 0; i < count; i++)
1649 {
1650 data[i] = static_cast<const GLuint*>(indices)[i];
1651 }
1652 data[count] = static_cast<const GLuint*>(indices)[0];
1653 break;
1654 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001655 }
1656
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001657 if (!mLineLoopIB->unmapBuffer())
1658 {
1659 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001660 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001661 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001662 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001663
1664 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001665 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001666 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1667
1668 mDevice->SetIndices(indexBuffer->getBuffer());
1669 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001670 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001671
1672 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001673}
1674
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001675template <typename T>
1676static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1677{
1678 for (int i = 0; i < count; i++)
1679 {
1680 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1681 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1682 }
1683}
1684
1685void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1686{
1687 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1688 // for each individual point. This call is not expected to happen often.
1689
1690 if (elementArrayBuffer)
1691 {
1692 BufferStorage *storage = elementArrayBuffer->getStorage();
1693 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1694 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1695 }
1696
1697 switch (type)
1698 {
1699 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1700 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1701 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1702 default: UNREACHABLE();
1703 }
1704}
1705
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001706void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1707{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001708 unsigned int programBinarySerial = programBinary->getSerial();
1709 if (programBinarySerial != mAppliedProgramBinarySerial)
1710 {
1711 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1712 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001713
daniel@transgaming.come4991412012-12-20 20:55:34 +00001714 IDirect3DVertexShader9 *vertexShader = NULL;
1715 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001716
daniel@transgaming.come4991412012-12-20 20:55:34 +00001717 IDirect3DPixelShader9 *pixelShader = NULL;
1718 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001719
daniel@transgaming.come4991412012-12-20 20:55:34 +00001720 mDevice->SetPixelShader(pixelShader);
1721 mDevice->SetVertexShader(vertexShader);
1722 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001723 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001724
1725 mAppliedProgramBinarySerial = programBinarySerial;
1726 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001727}
1728
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001729void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730{
1731 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1732 {
1733 gl::Uniform *targetUniform = *ub;
1734
1735 if (targetUniform->dirty)
1736 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737 GLfloat *f = (GLfloat*)targetUniform->data;
1738 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001739
1740 switch (targetUniform->type)
1741 {
1742 case GL_SAMPLER_2D:
1743 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001744 break;
1745 case GL_BOOL:
1746 case GL_BOOL_VEC2:
1747 case GL_BOOL_VEC3:
1748 case GL_BOOL_VEC4:
1749 applyUniformnbv(targetUniform, i);
1750 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001751 case GL_FLOAT:
1752 case GL_FLOAT_VEC2:
1753 case GL_FLOAT_VEC3:
1754 case GL_FLOAT_VEC4:
1755 case GL_FLOAT_MAT2:
1756 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001757 case GL_FLOAT_MAT4:
1758 applyUniformnfv(targetUniform, f);
1759 break;
1760 case GL_INT:
1761 case GL_INT_VEC2:
1762 case GL_INT_VEC3:
1763 case GL_INT_VEC4:
1764 applyUniformniv(targetUniform, i);
1765 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001766 default:
1767 UNREACHABLE();
1768 }
1769
1770 targetUniform->dirty = false;
1771 }
1772 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001773
1774 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001775 if (mDxUniformsDirty)
1776 {
1777 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1778 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1779 mDxUniformsDirty = false;
1780 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001781}
1782
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001783void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001784{
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001785 if (targetUniform->isReferencedByFragmentShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001786 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001787 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001788 }
1789
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001790 if (targetUniform->isReferencedByVertexShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001791 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001792 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001793 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001794}
1795
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001796void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001797{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001798 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1799 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001800
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001801 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001802 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001803 vector[i][0] = (GLfloat)v[4 * i + 0];
1804 vector[i][1] = (GLfloat)v[4 * i + 1];
1805 vector[i][2] = (GLfloat)v[4 * i + 2];
1806 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001807 }
1808
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001809 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001810}
1811
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001812void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001813{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001814 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1815 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001816
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001817 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001818 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001819 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1820 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1821 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1822 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001823 }
1824
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001825 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001826}
1827
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001828void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001829{
Geoff Langda507fe2013-08-20 12:01:42 -04001830 if (clearParams.colorClearType != GL_FLOAT)
1831 {
1832 // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1833 UNREACHABLE();
1834 return;
1835 }
1836
1837 bool clearColor = clearParams.clearColor[0];
1838 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
1839 {
1840 if (clearParams.clearColor[i] != clearColor)
1841 {
1842 // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
1843 UNREACHABLE();
1844 return;
1845 }
1846 }
1847
1848 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorFClearValue.alpha),
1849 gl::unorm<8>(clearParams.colorFClearValue.red),
1850 gl::unorm<8>(clearParams.colorFClearValue.green),
1851 gl::unorm<8>(clearParams.colorFClearValue.blue));
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001852 float depth = gl::clamp01(clearParams.depthClearValue);
1853 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001854
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001855 unsigned int stencilUnmasked = 0x0;
Geoff Langda507fe2013-08-20 12:01:42 -04001856 if (clearParams.clearStencil && frameBuffer->hasStencil())
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001857 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001858 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1859 getCurrentClientVersion());
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001860 stencilUnmasked = (0x1 << stencilSize) - 1;
1861 }
1862
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001863 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1864 clearParams.colorMaskAlpha;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001865
Geoff Langda507fe2013-08-20 12:01:42 -04001866 const bool needMaskedStencilClear = clearParams.clearStencil &&
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001867 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
Geoff Langda507fe2013-08-20 12:01:42 -04001868 const bool needMaskedColorClear = clearColor && !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1869 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001870
1871 if (needMaskedColorClear || needMaskedStencilClear)
1872 {
1873 // State which is altered in all paths from this point to the clear call is saved.
1874 // State which is altered in only some paths will be flagged dirty in the case that
1875 // that path is taken.
1876 HRESULT hr;
1877 if (mMaskedClearSavedState == NULL)
1878 {
1879 hr = mDevice->BeginStateBlock();
1880 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1881
1882 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1883 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1884 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1885 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1886 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1887 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1888 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1889 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1890 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1891 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1892 mDevice->SetPixelShader(NULL);
1893 mDevice->SetVertexShader(NULL);
1894 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1895 mDevice->SetStreamSource(0, NULL, 0, 0);
1896 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1897 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1898 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1899 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1900 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1901 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1902 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1903
1904 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1905 {
1906 mDevice->SetStreamSourceFreq(i, 1);
1907 }
1908
1909 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1910 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1911 }
1912
1913 ASSERT(mMaskedClearSavedState != NULL);
1914
1915 if (mMaskedClearSavedState != NULL)
1916 {
1917 hr = mMaskedClearSavedState->Capture();
1918 ASSERT(SUCCEEDED(hr));
1919 }
1920
1921 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1922 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1923 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1924 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1925 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1926 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1927 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1928 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1929
Geoff Langda507fe2013-08-20 12:01:42 -04001930 if (clearColor)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001931 {
1932 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1933 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1934 clearParams.colorMaskGreen,
1935 clearParams.colorMaskBlue,
1936 clearParams.colorMaskAlpha));
1937 }
1938 else
1939 {
1940 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1941 }
1942
Geoff Langda507fe2013-08-20 12:01:42 -04001943 if (stencilUnmasked != 0x0 && clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001944 {
1945 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1946 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1947 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1948 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1949 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1950 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1951 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1952 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1953 }
1954 else
1955 {
1956 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1957 }
1958
1959 mDevice->SetPixelShader(NULL);
1960 mDevice->SetVertexShader(NULL);
1961 mDevice->SetFVF(D3DFVF_XYZRHW);
1962 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1963 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1964 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1965 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1966 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1967 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1968 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1969
1970 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1971 {
1972 mDevice->SetStreamSourceFreq(i, 1);
1973 }
1974
1975 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1976 quad[0][0] = -0.5f;
1977 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1978 quad[0][2] = 0.0f;
1979 quad[0][3] = 1.0f;
1980
1981 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1982 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1983 quad[1][2] = 0.0f;
1984 quad[1][3] = 1.0f;
1985
1986 quad[2][0] = -0.5f;
1987 quad[2][1] = -0.5f;
1988 quad[2][2] = 0.0f;
1989 quad[2][3] = 1.0f;
1990
1991 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1992 quad[3][1] = -0.5f;
1993 quad[3][2] = 0.0f;
1994 quad[3][3] = 1.0f;
1995
1996 startScene();
1997 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1998
Geoff Langda507fe2013-08-20 12:01:42 -04001999 if (clearParams.clearDepth)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002000 {
2001 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2002 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2003 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2004 }
2005
2006 if (mMaskedClearSavedState != NULL)
2007 {
2008 mMaskedClearSavedState->Apply();
2009 }
2010 }
Geoff Langda507fe2013-08-20 12:01:42 -04002011 else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002012 {
2013 DWORD dxClearFlags = 0;
Geoff Langda507fe2013-08-20 12:01:42 -04002014 if (clearColor)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002015 {
2016 dxClearFlags |= D3DCLEAR_TARGET;
2017 }
Geoff Langda507fe2013-08-20 12:01:42 -04002018 if (clearParams.clearDepth)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002019 {
2020 dxClearFlags |= D3DCLEAR_ZBUFFER;
2021 }
Geoff Langda507fe2013-08-20 12:01:42 -04002022 if (clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002023 {
2024 dxClearFlags |= D3DCLEAR_STENCIL;
2025 }
2026
2027 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
2028 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002029}
2030
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002031void Renderer9::markAllStateDirty()
2032{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00002033 mAppliedRenderTargetSerial = 0;
2034 mAppliedDepthbufferSerial = 0;
2035 mAppliedStencilbufferSerial = 0;
2036 mDepthStencilInitialized = false;
2037 mRenderTargetDescInitialized = false;
2038
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002039 mForceSetDepthStencilState = true;
2040 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002041 mForceSetScissor = true;
2042 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00002043 mForceSetBlendState = true;
2044
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002045 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00002046 {
2047 mForceSetVertexSamplerStates[i] = true;
2048 mCurVertexTextureSerials[i] = 0;
2049 }
2050 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
2051 {
2052 mForceSetPixelSamplerStates[i] = true;
2053 mCurPixelTextureSerials[i] = 0;
2054 }
2055
daniel@transgaming.com9a067372012-12-20 20:55:24 +00002056 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00002057 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00002058 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002059
2060 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002061}
2062
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002063void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002064{
Geoff Langea228632013-07-30 15:17:12 -04002065 for (size_t i = 0; i < mEventQueryPool.size(); i++)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002066 {
Geoff Langea228632013-07-30 15:17:12 -04002067 SafeRelease(mEventQueryPool[i]);
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002068 }
Geoff Langea228632013-07-30 15:17:12 -04002069 mEventQueryPool.clear();
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002070
Geoff Langea228632013-07-30 15:17:12 -04002071 SafeRelease(mMaskedClearSavedState);
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002072
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002073 mVertexShaderCache.clear();
2074 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002075
Geoff Langea228632013-07-30 15:17:12 -04002076 SafeDelete(mBlit);
2077 SafeDelete(mVertexDataManager);
2078 SafeDelete(mIndexDataManager);
2079 SafeDelete(mLineLoopIB);
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002080
2081 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2082 {
Geoff Langea228632013-07-30 15:17:12 -04002083 SafeDelete(mNullColorbufferCache[i].buffer);
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002084 }
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002085}
2086
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002087void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002088{
2089 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002090 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002091}
2092
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002093bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002094{
2095 return mDeviceLost;
2096}
2097
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002098// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002099bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002100{
Jamie Madillb7935e52013-11-20 15:47:47 -05002101 HRESULT status = getDeviceStatusCode();
2102 bool isLost = (FAILED(status) || d3d9::isDeviceLostError(status));
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002103
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002104 if (isLost)
2105 {
2106 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002107 // we'll probably get this done again by notifyDeviceLost
2108 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002109 // Note that we don't want to clear the device loss status here
2110 // -- this needs to be done by resetDevice
2111 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002112 if (notify)
2113 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002114 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002115 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002116 }
2117
2118 return isLost;
2119}
2120
Jamie Madillb7935e52013-11-20 15:47:47 -05002121HRESULT Renderer9::getDeviceStatusCode()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002122{
2123 HRESULT status = D3D_OK;
2124
2125 if (mDeviceEx)
2126 {
2127 status = mDeviceEx->CheckDeviceState(NULL);
2128 }
2129 else if (mDevice)
2130 {
2131 status = mDevice->TestCooperativeLevel();
2132 }
2133
Jamie Madillb7935e52013-11-20 15:47:47 -05002134 return status;
2135}
2136
2137bool Renderer9::testDeviceResettable()
2138{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002139 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002140 // DEVICEREMOVED indicates the device has been stopped and must be recreated
Jamie Madillb7935e52013-11-20 15:47:47 -05002141 switch (getDeviceStatusCode())
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002142 {
2143 case D3DERR_DEVICENOTRESET:
2144 case D3DERR_DEVICEHUNG:
2145 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002146 case D3DERR_DEVICELOST:
2147 return (mDeviceEx != NULL);
2148 case D3DERR_DEVICEREMOVED:
Jamie Madillb7935e52013-11-20 15:47:47 -05002149 ASSERT(mDeviceEx != NULL);
2150 return true;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002151 default:
2152 return false;
2153 }
2154}
2155
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002156bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002157{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002158 releaseDeviceResources();
2159
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002160 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2161
2162 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002163 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002164 int attempts = 3;
Jamie Madillb7935e52013-11-20 15:47:47 -05002165 bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002166
2167 while (lost && attempts > 0)
2168 {
2169 if (mDeviceEx)
2170 {
2171 Sleep(500); // Give the graphics driver some CPU time
Jamie Madillb7935e52013-11-20 15:47:47 -05002172
2173 if (removedDevice)
2174 {
2175 result = resetRemovedDevice();
2176 }
2177 else
2178 {
2179 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2180 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002181 }
2182 else
2183 {
2184 result = mDevice->TestCooperativeLevel();
2185 while (result == D3DERR_DEVICELOST)
2186 {
2187 Sleep(100); // Give the graphics driver some CPU time
2188 result = mDevice->TestCooperativeLevel();
2189 }
2190
2191 if (result == D3DERR_DEVICENOTRESET)
2192 {
2193 result = mDevice->Reset(&presentParameters);
2194 }
2195 }
2196
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002197 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002198 attempts --;
2199 }
2200
2201 if (FAILED(result))
2202 {
2203 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2204 return false;
2205 }
2206
Jamie Madillb7935e52013-11-20 15:47:47 -05002207 // If the device was removed, we already finished re-initialization in resetRemovedDevice
2208 if (!removedDevice)
2209 {
2210 // reset device defaults
2211 initializeDevice();
2212 }
2213
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002214 mDeviceLost = false;
2215
2216 return true;
2217}
2218
Jamie Madillb7935e52013-11-20 15:47:47 -05002219HRESULT Renderer9::resetRemovedDevice()
2220{
2221 // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2222 // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2223 // adapters and create another Direct3D device. If application continues rendering without
2224 // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2225 ASSERT(mDeviceEx != NULL);
2226 deinitialize();
2227 return (initialize() == EGL_SUCCESS ? S_OK : S_FALSE);
2228}
2229
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002230DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002231{
2232 return mAdapterIdentifier.VendorId;
2233}
2234
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002235std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002236{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002237 std::ostringstream rendererString;
2238
2239 rendererString << mAdapterIdentifier.Description;
2240 if (getShareHandleSupport())
2241 {
2242 rendererString << " Direct3D9Ex";
2243 }
2244 else
2245 {
2246 rendererString << " Direct3D9";
2247 }
2248
2249 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2250 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2251
2252 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002253}
2254
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002255GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002256{
2257 return mAdapterIdentifier.DeviceIdentifier;
2258}
2259
Geoff Lang61e49a52013-05-29 10:22:58 -04002260Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002261{
Geoff Lang61e49a52013-05-29 10:22:58 -04002262 MultisampleSupportInfo support = { 0 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002263
Geoff Lang61e49a52013-05-29 10:22:58 -04002264 for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++)
2265 {
2266 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE,
2267 (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2268
2269 if (SUCCEEDED(result))
2270 {
2271 support.supportedSamples[multiSampleIndex] = true;
2272 if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE)
2273 {
2274 support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex);
2275 }
2276 }
2277 else
2278 {
2279 support.supportedSamples[multiSampleIndex] = false;
2280 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002281 }
Geoff Lang61e49a52013-05-29 10:22:58 -04002282
2283 return support;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002284}
2285
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002286bool Renderer9::getBGRATextureSupport() const
2287{
2288 // DirectX 9 always supports BGRA
2289 return true;
2290}
2291
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002292bool Renderer9::getDXT1TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002293{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002294 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002295}
2296
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002297bool Renderer9::getDXT3TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002298{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002299 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002300}
2301
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002302bool Renderer9::getDXT5TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002303{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002304 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002305}
2306
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002307bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002308{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002309 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002310}
2311
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002312bool Renderer9::getFloat32TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002313{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002314 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002315}
2316
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002317bool Renderer9::getFloat32TextureFilteringSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002318{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002319 return mFloat32FilterSupport;
2320}
2321
2322bool Renderer9::getFloat32TextureRenderingSupport() const
2323{
2324 return mFloat32RenderSupport;
2325}
2326
2327bool Renderer9::getFloat16TextureSupport() const
2328{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002329 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002330}
2331
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002332bool Renderer9::getFloat16TextureFilteringSupport() const
2333{
2334 return mFloat16FilterSupport;
2335}
2336
2337bool Renderer9::getFloat16TextureRenderingSupport() const
2338{
2339 return mFloat16RenderSupport;
2340}
2341
Geoff Langd42cf4e2013-06-05 16:09:17 -04002342bool Renderer9::getRGB565TextureSupport() const
2343{
2344 return mRGB565TextureSupport;
2345}
2346
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002347bool Renderer9::getLuminanceTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002348{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002349 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002350}
2351
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002352bool Renderer9::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002353{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002354 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002355}
2356
Geoff Lang632192d2013-10-04 13:40:46 -04002357bool Renderer9::getRGTextureSupport() const
2358{
2359 return mRGTextureSupport;
2360}
2361
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002362bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002363{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002364 return mSupportsTextureFilterAnisotropy;
2365}
2366
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002367float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002368{
2369 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002370 {
shannon.woods%transgaming.com@gtempaccount.com6b731912013-04-13 03:35:19 +00002371 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002372 }
2373 return 1.0f;
2374}
2375
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002376bool Renderer9::getEventQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002377{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002378 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002379}
2380
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002381unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002382{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002383 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2384 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002385}
2386
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002387unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2388{
2389 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2390}
2391
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002392unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002393{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002394 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002395}
2396
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002397unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002398{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002399 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002400}
2401
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002402unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002403{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002404 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2405}
2406
2407unsigned int Renderer9::getMaxFragmentUniformVectors() const
2408{
2409 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2410
2411 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2412}
2413
2414unsigned int Renderer9::getMaxVaryingVectors() const
2415{
2416 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002417}
2418
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002419unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
2420{
2421 return 0;
2422}
2423
2424unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
2425{
2426 return 0;
2427}
2428
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002429unsigned int Renderer9::getReservedVertexUniformBuffers() const
2430{
2431 return 0;
2432}
2433
2434unsigned int Renderer9::getReservedFragmentUniformBuffers() const
2435{
2436 return 0;
2437}
2438
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002439unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
2440{
2441 return 0;
2442}
2443
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002444unsigned int Renderer9::getMaxUniformBufferSize() const
2445{
2446 return 0;
2447}
2448
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002449bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002450{
2451 return mSupportsNonPower2Textures;
2452}
2453
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002454bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002455{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002456 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002457}
2458
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002459bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002460{
2461 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2462}
2463
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002464bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002465{
2466 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002467 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002468}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002469
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002470bool Renderer9::getDerivativeInstructionSupport() const
2471{
2472 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2473}
2474
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002475bool Renderer9::getPostSubBufferSupport() const
2476{
2477 return true;
2478}
2479
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002480int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002481{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002482 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002483}
2484
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002485float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002486{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002487 // Point size clamped at 1.0f for SM2
2488 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002489}
2490
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002491int Renderer9::getMaxViewportDimension() const
2492{
2493 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002494 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002495 return maxTextureDimension;
2496}
2497
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002498int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002499{
2500 return (int)mDeviceCaps.MaxTextureWidth;
2501}
2502
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002503int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002504{
2505 return (int)mDeviceCaps.MaxTextureHeight;
2506}
2507
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002508int Renderer9::getMaxTextureDepth() const
2509{
2510 // 3D textures are not available in the D3D9 backend.
2511 return 1;
2512}
2513
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002514int Renderer9::getMaxTextureArrayLayers() const
2515{
2516 // 2D array textures are not available in the D3D9 backend.
2517 return 1;
2518}
2519
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002520bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002521{
2522 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2523}
2524
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002525DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002526{
2527 return mDeviceCaps.DeclTypes;
2528}
2529
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002530int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002531{
2532 return mMinSwapInterval;
2533}
2534
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002535int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002536{
2537 return mMaxSwapInterval;
2538}
2539
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002540int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002541{
2542 return mMaxSupportedSamples;
2543}
2544
Geoff Lang005df412013-10-16 14:12:50 -04002545GLsizei Renderer9::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002546{
Shannon Woodsddb785c2013-07-08 10:32:13 -04002547 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
Geoff Lang0e120e32013-05-29 10:23:55 -04002548 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
2549 return (itr != mMultiSampleSupport.end()) ? mMaxSupportedSamples : 0;
2550}
2551
Geoff Lang005df412013-10-16 14:12:50 -04002552GLsizei Renderer9::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002553{
2554 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
2555 MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
2556
2557 unsigned int numCounts = 0;
2558 if (iter != mMultiSampleSupport.end())
2559 {
2560 const MultisampleSupportInfo& info = iter->second;
2561 for (int i = 0; i < D3DMULTISAMPLE_16_SAMPLES; i++)
2562 {
2563 if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
2564 {
2565 numCounts++;
2566 }
2567 }
2568 }
2569
2570 return numCounts;
2571}
2572
Geoff Lang005df412013-10-16 14:12:50 -04002573void Renderer9::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002574{
2575 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
2576 MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
2577
2578 if (iter != mMultiSampleSupport.end())
2579 {
2580 const MultisampleSupportInfo& info = iter->second;
2581 int bufPos = 0;
2582 for (int i = D3DMULTISAMPLE_16_SAMPLES; i >= 0 && bufPos < bufSize; i--)
2583 {
2584 if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
2585 {
2586 params[bufPos++] = i;
2587 }
2588 }
2589 }
2590}
2591
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002592int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002593{
2594 if (requested == 0)
2595 {
2596 return requested;
2597 }
2598
Geoff Lang61e49a52013-05-29 10:22:58 -04002599 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002600 if (itr == mMultiSampleSupport.end())
2601 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002602 if (format == D3DFMT_UNKNOWN)
2603 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002604 return -1;
2605 }
2606
Geoff Lang61e49a52013-05-29 10:22:58 -04002607 for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002608 {
Geoff Lang61e49a52013-05-29 10:22:58 -04002609 if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002610 {
2611 return i;
2612 }
2613 }
2614
2615 return -1;
2616}
2617
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002618unsigned int Renderer9::getMaxRenderTargets() const
2619{
2620 // we do not support MRT in d3d9
2621 return 1;
2622}
2623
Geoff Lang005df412013-10-16 14:12:50 -04002624D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLenum internalformat)
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002625{
2626 switch (internalformat)
2627 {
2628 case GL_DEPTH_COMPONENT16:
2629 case GL_DEPTH_COMPONENT32_OES:
2630 case GL_DEPTH24_STENCIL8_OES:
2631 return D3DFMT_INTZ;
2632 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2633 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2634 return D3DFMT_DXT1;
2635 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2636 return D3DFMT_DXT3;
2637 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2638 return D3DFMT_DXT5;
2639 case GL_RGBA32F_EXT:
2640 case GL_RGB32F_EXT:
2641 case GL_ALPHA32F_EXT:
2642 case GL_LUMINANCE32F_EXT:
2643 case GL_LUMINANCE_ALPHA32F_EXT:
2644 return D3DFMT_A32B32G32R32F;
2645 case GL_RGBA16F_EXT:
2646 case GL_RGB16F_EXT:
2647 case GL_ALPHA16F_EXT:
2648 case GL_LUMINANCE16F_EXT:
2649 case GL_LUMINANCE_ALPHA16F_EXT:
2650 return D3DFMT_A16B16G16R16F;
2651 case GL_LUMINANCE8_EXT:
2652 if (getLuminanceTextureSupport())
2653 {
2654 return D3DFMT_L8;
2655 }
2656 break;
2657 case GL_LUMINANCE8_ALPHA8_EXT:
2658 if (getLuminanceAlphaTextureSupport())
2659 {
2660 return D3DFMT_A8L8;
2661 }
2662 break;
2663 case GL_RGB8_OES:
2664 case GL_RGB565:
2665 return D3DFMT_X8R8G8B8;
2666 }
2667
2668 return D3DFMT_A8R8G8B8;
2669}
2670
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002671bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002672{
2673 bool result = false;
2674
2675 if (source && dest)
2676 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002677 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2678 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002679
Jamie Madill4cfff5f2013-10-24 17:49:46 -04002680 int levels = source9->getMaxLevel() - source9->getBaseLevel();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002681 for (int i = 0; i < levels; ++i)
2682 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002683 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2684 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002685
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002686 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002687
Geoff Langea228632013-07-30 15:17:12 -04002688 SafeRelease(srcSurf);
2689 SafeRelease(dstSurf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002690
2691 if (!result)
Geoff Langea228632013-07-30 15:17:12 -04002692 {
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002693 return false;
Geoff Langea228632013-07-30 15:17:12 -04002694 }
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002695 }
2696 }
2697
2698 return result;
2699}
2700
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002701bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002702{
2703 bool result = false;
2704
2705 if (source && dest)
2706 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002707 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2708 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
Jamie Madill4cfff5f2013-10-24 17:49:46 -04002709 int levels = source9->getMaxLevel() - source9->getBaseLevel();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002710 for (int f = 0; f < 6; f++)
2711 {
2712 for (int i = 0; i < levels; i++)
2713 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002714 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2715 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002716
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002717 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002718
Geoff Langea228632013-07-30 15:17:12 -04002719 SafeRelease(srcSurf);
2720 SafeRelease(dstSurf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002721
2722 if (!result)
Geoff Langea228632013-07-30 15:17:12 -04002723 {
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002724 return false;
Geoff Langea228632013-07-30 15:17:12 -04002725 }
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002726 }
2727 }
2728 }
2729
2730 return result;
2731}
2732
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002733bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2734{
2735 // 3D textures are not available in the D3D9 backend.
2736 UNREACHABLE();
2737 return false;
2738}
2739
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002740bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2741{
2742 // 2D array textures are not supported by the D3D9 backend.
2743 UNREACHABLE();
2744 return false;
2745}
2746
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002747D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002748{
2749 if (mD3d9Ex != NULL)
2750 {
2751 return D3DPOOL_DEFAULT;
2752 }
2753 else
2754 {
2755 if (!(usage & D3DUSAGE_DYNAMIC))
2756 {
2757 return D3DPOOL_MANAGED;
2758 }
2759 }
2760
2761 return D3DPOOL_DEFAULT;
2762}
2763
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002764bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002765 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002766{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002767 RECT rect;
2768 rect.left = sourceRect.x;
2769 rect.top = sourceRect.y;
2770 rect.right = sourceRect.x + sourceRect.width;
2771 rect.bottom = sourceRect.y + sourceRect.height;
2772
2773 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002774}
2775
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002776bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002777 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002778{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002779 RECT rect;
2780 rect.left = sourceRect.x;
2781 rect.top = sourceRect.y;
2782 rect.right = sourceRect.x + sourceRect.width;
2783 rect.bottom = sourceRect.y + sourceRect.height;
2784
2785 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002786}
2787
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002788bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2789 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2790{
2791 // 3D textures are not available in the D3D9 backend.
2792 UNREACHABLE();
2793 return false;
2794}
2795
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002796bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2797 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2798{
2799 // 2D array textures are not available in the D3D9 backend.
2800 UNREACHABLE();
2801 return false;
2802}
2803
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002804bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04002805 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002806{
Geoff Lang758d5b22013-06-11 11:42:50 -04002807 ASSERT(filter == GL_NEAREST);
2808
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002809 endScene();
2810
2811 if (blitRenderTarget)
2812 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002813 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2814 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002815 RenderTarget9 *readRenderTarget = NULL;
2816 RenderTarget9 *drawRenderTarget = NULL;
2817 IDirect3DSurface9* readSurface = NULL;
2818 IDirect3DSurface9* drawSurface = NULL;
2819
2820 if (readBuffer)
2821 {
2822 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2823 }
2824 if (drawBuffer)
2825 {
2826 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2827 }
2828
2829 if (readRenderTarget)
2830 {
2831 readSurface = readRenderTarget->getSurface();
2832 }
2833 if (drawRenderTarget)
2834 {
2835 drawSurface = drawRenderTarget->getSurface();
2836 }
2837
2838 if (!readSurface || !drawSurface)
2839 {
2840 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002841 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002842 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002843
Geoff Lang125deab2013-08-09 13:34:16 -04002844 gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
2845 gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
2846
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002847 RECT srcRect;
2848 srcRect.left = readRect.x;
2849 srcRect.right = readRect.x + readRect.width;
2850 srcRect.top = readRect.y;
2851 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002852
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002853 RECT dstRect;
2854 dstRect.left = drawRect.x;
2855 dstRect.right = drawRect.x + drawRect.width;
2856 dstRect.top = drawRect.y;
2857 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002858
Geoff Lang125deab2013-08-09 13:34:16 -04002859 // Clip the rectangles to the scissor rectangle
2860 if (scissor)
2861 {
2862 if (dstRect.left < scissor->x)
2863 {
2864 srcRect.left += (scissor->x - dstRect.left);
2865 dstRect.left = scissor->x;
2866 }
2867 if (dstRect.top < scissor->y)
2868 {
2869 srcRect.top += (scissor->y - dstRect.top);
2870 dstRect.top = scissor->y;
2871 }
2872 if (dstRect.right > scissor->x + scissor->width)
2873 {
2874 srcRect.right -= (dstRect.right - (scissor->x + scissor->width));
2875 dstRect.right = scissor->x + scissor->width;
2876 }
2877 if (dstRect.bottom > scissor->y + scissor->height)
2878 {
2879 srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height));
2880 dstRect.bottom = scissor->y + scissor->height;
2881 }
2882 }
2883
2884 // Clip the rectangles to the destination size
2885 if (dstRect.left < 0)
2886 {
2887 srcRect.left += -dstRect.left;
2888 dstRect.left = 0;
2889 }
2890 if (dstRect.right > dstSize.width)
2891 {
2892 srcRect.right -= (dstRect.right - dstSize.width);
2893 dstRect.right = dstSize.width;
2894 }
2895 if (dstRect.top < 0)
2896 {
2897 srcRect.top += -dstRect.top;
2898 dstRect.top = 0;
2899 }
2900 if (dstRect.bottom > dstSize.height)
2901 {
2902 srcRect.bottom -= (dstRect.bottom - dstSize.height);
2903 dstRect.bottom = dstSize.height;
2904 }
2905
2906 // Clip the rectangles to the source size
2907 if (srcRect.left < 0)
2908 {
2909 dstRect.left += -srcRect.left;
2910 srcRect.left = 0;
2911 }
2912 if (srcRect.right > srcSize.width)
2913 {
2914 dstRect.right -= (srcRect.right - srcSize.width);
2915 srcRect.right = srcSize.width;
2916 }
2917 if (srcRect.top < 0)
2918 {
2919 dstRect.top += -srcRect.top;
2920 srcRect.top = 0;
2921 }
2922 if (srcRect.bottom > srcSize.height)
2923 {
2924 dstRect.bottom -= (srcRect.bottom - srcSize.height);
2925 srcRect.bottom = srcSize.height;
2926 }
2927
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002928 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002929
Geoff Langea228632013-07-30 15:17:12 -04002930 SafeRelease(readSurface);
2931 SafeRelease(drawSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002932
2933 if (FAILED(result))
2934 {
2935 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2936 return false;
2937 }
2938 }
2939
Geoff Lang685806d2013-06-12 11:16:36 -04002940 if (blitDepth || blitStencil)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002941 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002942 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2943 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2944 RenderTarget9 *readDepthStencil = NULL;
2945 RenderTarget9 *drawDepthStencil = NULL;
2946 IDirect3DSurface9* readSurface = NULL;
2947 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002948
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002949 if (readBuffer)
2950 {
2951 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2952 }
2953 if (drawBuffer)
2954 {
2955 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2956 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002957
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002958 if (readDepthStencil)
2959 {
2960 readSurface = readDepthStencil->getSurface();
2961 }
2962 if (drawDepthStencil)
2963 {
2964 drawSurface = drawDepthStencil->getSurface();
2965 }
2966
2967 if (!readSurface || !drawSurface)
2968 {
2969 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002970 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002971 }
2972
2973 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2974
Geoff Langea228632013-07-30 15:17:12 -04002975 SafeRelease(readSurface);
2976 SafeRelease(drawSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002977
2978 if (FAILED(result))
2979 {
2980 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2981 return false;
2982 }
2983 }
2984
2985 return true;
2986}
2987
2988void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2989 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2990{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002991 RenderTarget9 *renderTarget = NULL;
2992 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002993 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002994
2995 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002996 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002997 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2998 }
2999
3000 if (renderTarget)
3001 {
3002 surface = renderTarget->getSurface();
3003 }
3004
3005 if (!surface)
3006 {
3007 // context must be lost
3008 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003009 }
3010
3011 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003012 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003013
3014 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
3015 {
3016 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
Geoff Langea228632013-07-30 15:17:12 -04003017 SafeRelease(surface);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003018 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003019 }
3020
3021 HRESULT result;
3022 IDirect3DSurface9 *systemSurface = NULL;
3023 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
3024 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
3025 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
3026 if (directToPixels)
3027 {
3028 // Use the pixels ptr as a shared handle to write directly into client's memory
3029 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
3030 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
3031 if (FAILED(result))
3032 {
3033 // Try again without the shared handle
3034 directToPixels = false;
3035 }
3036 }
3037
3038 if (!directToPixels)
3039 {
3040 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
3041 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
3042 if (FAILED(result))
3043 {
3044 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
Geoff Langea228632013-07-30 15:17:12 -04003045 SafeRelease(surface);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003046 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003047 }
3048 }
3049
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003050 result = mDevice->GetRenderTargetData(surface, systemSurface);
Geoff Langea228632013-07-30 15:17:12 -04003051 SafeRelease(surface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003052
3053 if (FAILED(result))
3054 {
Geoff Langea228632013-07-30 15:17:12 -04003055 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003056
3057 // It turns out that D3D will sometimes produce more error
3058 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00003059 if (d3d9::isDeviceLostError(result))
3060 {
3061 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003062 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00003063 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003064 else
3065 {
3066 UNREACHABLE();
3067 return;
3068 }
3069
3070 }
3071
3072 if (directToPixels)
3073 {
Geoff Langea228632013-07-30 15:17:12 -04003074 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003075 return;
3076 }
3077
3078 RECT rect;
3079 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
3080 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
3081 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
3082 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
3083
3084 D3DLOCKED_RECT lock;
3085 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
3086
3087 if (FAILED(result))
3088 {
3089 UNREACHABLE();
Geoff Langea228632013-07-30 15:17:12 -04003090 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003091
3092 return; // No sensible error to generate
3093 }
3094
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003095 unsigned char *source;
3096 int inputPitch;
3097 if (packReverseRowOrder)
3098 {
3099 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
3100 inputPitch = -lock.Pitch;
3101 }
3102 else
3103 {
3104 source = (unsigned char*)lock.pBits;
3105 inputPitch = lock.Pitch;
3106 }
3107
Geoff Lang697ad3e2013-06-04 10:11:28 -04003108 GLuint clientVersion = getCurrentClientVersion();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003109
Geoff Lang005df412013-10-16 14:12:50 -04003110 GLenum sourceInternalFormat = d3d9_gl::GetInternalFormat(desc.Format);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003111 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3112 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003113
Geoff Lang697ad3e2013-06-04 10:11:28 -04003114 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3115
3116 if (sourceFormat == format && sourceType == type)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003117 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003118 // Direct copy possible
3119 unsigned char *dest = static_cast<unsigned char*>(pixels);
3120 for (int y = 0; y < rect.bottom - rect.top; y++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003121 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003122 memcpy(dest + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourcePixelSize);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003123 }
Geoff Lang697ad3e2013-06-04 10:11:28 -04003124 }
3125 else
3126 {
Geoff Lang005df412013-10-16 14:12:50 -04003127 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003128 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3129 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3130
3131 ColorCopyFunction fastCopyFunc = d3d9::GetFastCopyFunction(desc.Format, format, type, getCurrentClientVersion());
3132 if (fastCopyFunc)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003133 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003134 // Fast copy is possible through some special function
3135 for (int y = 0; y < rect.bottom - rect.top; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003136 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003137 for (int x = 0; x < rect.right - rect.left; x++)
3138 {
3139 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3140 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3141
3142 fastCopyFunc(src, dest);
3143 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003144 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003145 }
Geoff Lang697ad3e2013-06-04 10:11:28 -04003146 else
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003147 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003148 ColorReadFunction readFunc = d3d9::GetColorReadFunction(desc.Format);
3149 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003150
Geoff Lang697ad3e2013-06-04 10:11:28 -04003151 gl::ColorF temp;
3152
3153 for (int y = 0; y < rect.bottom - rect.top; y++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003154 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003155 for (int x = 0; x < rect.right - rect.left; x++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003156 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003157 void *dest = reinterpret_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3158 void *src = source + y * inputPitch + x * sourcePixelSize;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003159
Geoff Lang697ad3e2013-06-04 10:11:28 -04003160 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3161 // will not allow the copy otherwise.
3162 readFunc(src, &temp);
3163 writeFunc(&temp, dest);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003164 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003165 }
3166 }
3167 }
3168
3169 systemSurface->UnlockRect();
Geoff Langea228632013-07-30 15:17:12 -04003170 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003171}
3172
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003173RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3174{
3175 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3176 IDirect3DSurface9 *surface = NULL;
3177 if (depth)
3178 {
3179 surface = swapChain9->getDepthStencil();
3180 }
3181 else
3182 {
3183 surface = swapChain9->getRenderTarget();
3184 }
3185
3186 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3187
3188 return renderTarget;
3189}
3190
Geoff Langa2d97f12013-06-11 11:44:02 -04003191RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003192{
3193 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3194 return renderTarget;
3195}
3196
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003197ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003198{
3199 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003200
3201 switch (type)
3202 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003203 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003204 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003205 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003206 if (vshader)
3207 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003208 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003209 }
3210 }
3211 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003212 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003213 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003214 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003215 if (pshader)
3216 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003217 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003218 }
3219 }
3220 break;
3221 default:
3222 UNREACHABLE();
3223 break;
3224 }
3225
3226 return executable;
3227}
3228
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003229ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003230{
3231 const char *profile = NULL;
3232
3233 switch (type)
3234 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003235 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003236 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3237 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003238 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003239 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3240 break;
3241 default:
3242 UNREACHABLE();
3243 return NULL;
3244 }
3245
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003246 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003247 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003248 {
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003249 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003250 }
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003251
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003252 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04003253 SafeRelease(binary);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003254
3255 return executable;
3256}
3257
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003258bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3259{
3260 return mBlit->boxFilter(source, dest);
3261}
3262
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003263D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003264{
3265 if (mD3d9Ex != NULL)
3266 {
3267 return D3DPOOL_DEFAULT;
3268 }
3269 else
3270 {
3271 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3272 {
3273 return D3DPOOL_MANAGED;
3274 }
3275 }
3276
3277 return D3DPOOL_DEFAULT;
3278}
3279
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003280bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3281{
3282 if (source && dest)
3283 {
3284 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003285
3286 if (fromManaged)
3287 {
3288 D3DSURFACE_DESC desc;
3289 source->GetDesc(&desc);
3290
3291 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003292 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003293
3294 if (SUCCEEDED(result))
3295 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003296 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003297 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
Geoff Langea228632013-07-30 15:17:12 -04003298 SafeRelease(surf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003299 }
3300 }
3301 else
3302 {
3303 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003304 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003305 }
3306
3307 if (FAILED(result))
3308 {
3309 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3310 return false;
3311 }
3312 }
3313
3314 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003315}
3316
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003317Image *Renderer9::createImage()
3318{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003319 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003320}
3321
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003322void Renderer9::generateMipmap(Image *dest, Image *src)
3323{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003324 Image9 *src9 = Image9::makeImage9(src);
3325 Image9 *dst9 = Image9::makeImage9(dest);
3326 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003327}
3328
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003329TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3330{
3331 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3332 return new TextureStorage9_2D(this, swapChain9);
3333}
3334
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003335TextureStorage *Renderer9::createTextureStorage2D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003336{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003337 return new TextureStorage9_2D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003338}
3339
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003340TextureStorage *Renderer9::createTextureStorageCube(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, int size)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003341{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003342 return new TextureStorage9_Cube(this, baseLevel, maxLevel, internalformat, renderTarget, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003343}
3344
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003345TextureStorage *Renderer9::createTextureStorage3D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003346{
3347 // 3D textures are not supported by the D3D9 backend.
3348 UNREACHABLE();
3349
3350 return NULL;
3351}
3352
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003353TextureStorage *Renderer9::createTextureStorage2DArray(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003354{
3355 // 2D array textures are not supported by the D3D9 backend.
3356 UNREACHABLE();
3357
3358 return NULL;
3359}
3360
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003361bool Renderer9::getLUID(LUID *adapterLuid) const
3362{
3363 adapterLuid->HighPart = 0;
3364 adapterLuid->LowPart = 0;
3365
3366 if (mD3d9Ex)
3367 {
3368 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3369 return true;
3370 }
3371
3372 return false;
3373}
3374
Geoff Lang005df412013-10-16 14:12:50 -04003375GLenum Renderer9::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003376{
3377 return d3d9_gl::GetInternalFormat(gl_d3d9::GetTextureFormat(internalFormat, this));
3378}
3379
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003380}