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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.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"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000016#include "libGLESv2/Program.h"
17#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000018#include "libGLESv2/renderer/IndexDataManager.h"
19#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000020#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000021#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000022#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000023#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000024#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000025#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000026#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000027#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000028#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000029#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000030#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000031#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000032#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000033
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000034#include <sstream>
35
daniel@transgaming.com621ce052012-10-31 17:52:29 +000036// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
37#define REF_RAST 0
38
39// The "Debug This Pixel..." feature in PIX often fails when using the
40// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
41// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
42#if !defined(ANGLE_ENABLE_D3D9EX)
43// Enables use of the IDirect3D9Ex interface, when available
44#define ANGLE_ENABLE_D3D9EX 1
45#endif // !defined(ANGLE_ENABLE_D3D9EX)
46
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000047namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000048{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000049static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000050 {
51 D3DFMT_A1R5G5B5,
52 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
53 D3DFMT_A8R8G8B8,
54 D3DFMT_R5G6B5,
55 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
56 D3DFMT_X8R8G8B8
57 };
58
daniel@transgaming.com222ee082012-11-28 19:31:49 +000059static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000060 {
61 D3DFMT_UNKNOWN,
62 // D3DFMT_D16_LOCKABLE,
63 D3DFMT_D32,
64 // D3DFMT_D15S1,
65 D3DFMT_D24S8,
66 D3DFMT_D24X8,
67 // D3DFMT_D24X4S4,
68 D3DFMT_D16,
69 // D3DFMT_D32F_LOCKABLE,
70 // D3DFMT_D24FS8
71 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000072
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000073enum
74{
75 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
76};
77
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000078Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000079{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000080 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000081
82 mD3d9 = NULL;
83 mD3d9Ex = NULL;
84 mDevice = NULL;
85 mDeviceEx = NULL;
86 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000087 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000088
89 mAdapter = D3DADAPTER_DEFAULT;
90
91 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
92 mDeviceType = D3DDEVTYPE_REF;
93 #else
94 mDeviceType = D3DDEVTYPE_HAL;
95 #endif
96
97 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000098
99 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000100
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000101 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000102
103 mVertexDataManager = NULL;
104 mIndexDataManager = NULL;
105 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000106
107 mMaxNullColorbufferLRU = 0;
108 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
109 {
110 mNullColorbufferCache[i].lruCount = 0;
111 mNullColorbufferCache[i].width = 0;
112 mNullColorbufferCache[i].height = 0;
113 mNullColorbufferCache[i].buffer = NULL;
114 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000115}
116
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000117Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000118{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000119 releaseDeviceResources();
120
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000121 if (mDevice)
122 {
123 // 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 +0000124 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000125 {
126 resetDevice();
127 }
128
129 mDevice->Release();
130 mDevice = NULL;
131 }
132
133 if (mDeviceEx)
134 {
135 mDeviceEx->Release();
136 mDeviceEx = NULL;
137 }
138
139 if (mD3d9)
140 {
141 mD3d9->Release();
142 mD3d9 = NULL;
143 }
144
145 if (mDeviceWindow)
146 {
147 DestroyWindow(mDeviceWindow);
148 mDeviceWindow = NULL;
149 }
150
151 if (mD3d9Ex)
152 {
153 mD3d9Ex->Release();
154 mD3d9Ex = NULL;
155 }
156
157 if (mD3d9Module)
158 {
159 mD3d9Module = NULL;
160 }
161
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000162 while (!mMultiSampleSupport.empty())
163 {
164 delete [] mMultiSampleSupport.begin()->second;
165 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
166 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000167}
168
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000169Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
170{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000171 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000172 return static_cast<rx::Renderer9*>(renderer);
173}
174
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000175EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000176{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000177 if (!initializeCompiler())
178 {
179 return EGL_NOT_INITIALIZED;
180 }
181
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000182 if (mSoftwareDevice)
183 {
184 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
185 }
186 else
187 {
188 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
189 }
190
191 if (mD3d9Module == NULL)
192 {
193 ERR("No D3D9 module found - aborting!\n");
194 return EGL_NOT_INITIALIZED;
195 }
196
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000197 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
198 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
199
200 // Use Direct3D9Ex if available. Among other things, this version is less
201 // inclined to report a lost context, for example when the user switches
202 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
203 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
204 {
205 ASSERT(mD3d9Ex);
206 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
207 ASSERT(mD3d9);
208 }
209 else
210 {
211 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
212 }
213
214 if (!mD3d9)
215 {
216 ERR("Could not create D3D9 device - aborting!\n");
217 return EGL_NOT_INITIALIZED;
218 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000219
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000220 if (mDc != NULL)
221 {
222 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
223 }
224
225 HRESULT result;
226
227 // Give up on getting device caps after about one second.
228 for (int i = 0; i < 10; ++i)
229 {
230 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
231 if (SUCCEEDED(result))
232 {
233 break;
234 }
235 else if (result == D3DERR_NOTAVAILABLE)
236 {
237 Sleep(100); // Give the driver some time to initialize/recover
238 }
239 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
240 {
241 ERR("failed to get device caps (0x%x)\n", result);
242 return EGL_NOT_INITIALIZED;
243 }
244 }
245
246 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
247 {
248 ERR("Renderer does not support PS 2.0. aborting!\n");
249 return EGL_NOT_INITIALIZED;
250 }
251
252 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
253 // This is required by Texture2D::convertToRenderTarget.
254 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
255 {
256 ERR("Renderer does not support stretctrect from textures!\n");
257 return EGL_NOT_INITIALIZED;
258 }
259
260 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
261
262 // ATI cards on XP have problems with non-power-of-two textures.
263 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
264 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
265 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
266 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
267
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000268 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
269 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
270
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000271 mMinSwapInterval = 4;
272 mMaxSwapInterval = 0;
273
274 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
275 {
276 mMinSwapInterval = std::min(mMinSwapInterval, 0);
277 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
278 }
279 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
280 {
281 mMinSwapInterval = std::min(mMinSwapInterval, 1);
282 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
283 }
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 2);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 3);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 4);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
298 }
299
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000300 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000301 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000302 {
303 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000304 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
305 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000306
307 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
308 {
309 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
310 {
311 max = j;
312 }
313 }
314 }
315
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000316 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000317 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000318 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000319 continue;
320
321 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000322 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
323 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000324
325 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
326 {
327 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
328 {
329 max = j;
330 }
331 }
332 }
333
334 mMaxSupportedSamples = max;
335
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000336 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
337 static const TCHAR className[] = TEXT("STATIC");
338
339 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
340
341 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
342 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
343
344 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
345 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
346 {
347 return EGL_BAD_ALLOC;
348 }
349
350 if (FAILED(result))
351 {
352 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
353
354 if (FAILED(result))
355 {
356 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
357 return EGL_BAD_ALLOC;
358 }
359 }
360
361 if (mD3d9Ex)
362 {
363 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
364 ASSERT(SUCCEEDED(result));
365 }
366
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000367 mVertexShaderCache.initialize(mDevice);
368 mPixelShaderCache.initialize(mDevice);
369
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000370 // Check occlusion query support
371 IDirect3DQuery9 *occlusionQuery = NULL;
372 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
373 {
374 occlusionQuery->Release();
375 mOcclusionQuerySupport = true;
376 }
377 else
378 {
379 mOcclusionQuerySupport = false;
380 }
381
382 // Check event query support
383 IDirect3DQuery9 *eventQuery = NULL;
384 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
385 {
386 eventQuery->Release();
387 mEventQuerySupport = true;
388 }
389 else
390 {
391 mEventQuerySupport = false;
392 }
393
394 D3DDISPLAYMODE currentDisplayMode;
395 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
396
397 // Check vertex texture support
398 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
399 // We test this using D3D9 by checking support for the R16F format.
400 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
401 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
402 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
403
404 // Check depth texture support
405 // we use INTZ for depth textures in Direct3D9
406 // we also want NULL texture support to ensure the we can make depth-only FBOs
407 // see http://aras-p.info/texts/D3D9GPUHacks.html
408 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
409 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
410 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
411 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
412
413 // Check 32 bit floating point texture support
414 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
415 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
416 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
417 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
418
419 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
420 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
421 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
422 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
423
424 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
425 {
426 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
427 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
428 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
429 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
430 }
431 else
432 {
433 mFloat32TextureSupport = true;
434 }
435
436 // Check 16 bit floating point texture support
437 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
438 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
439 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
440 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
441
442 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
443 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
444 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
445 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
446
447 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
448 {
449 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
450 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
451 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
452 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
453 }
454 else
455 {
456 mFloat16TextureSupport = true;
457 }
458
459 // Check DXT texture support
460 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
461 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
462 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
463
464 // Check luminance[alpha] texture support
465 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
466 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
467
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000468 initializeDevice();
469
470 return EGL_SUCCESS;
471}
472
473// do any one-time device initialization
474// NOTE: this is also needed after a device lost/reset
475// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000476void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000477{
478 // Permanent non-default states
479 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
480 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
481
482 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
483 {
484 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
485 }
486 else
487 {
488 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
489 }
490
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000491 markAllStateDirty();
492
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000493 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000494
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000495 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000496 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000497 mVertexDataManager = new rx::VertexDataManager(this);
498 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000499}
500
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000501D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000502{
503 D3DPRESENT_PARAMETERS presentParameters = {0};
504
505 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
506 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
507 presentParameters.BackBufferCount = 1;
508 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
509 presentParameters.BackBufferWidth = 1;
510 presentParameters.BackBufferHeight = 1;
511 presentParameters.EnableAutoDepthStencil = FALSE;
512 presentParameters.Flags = 0;
513 presentParameters.hDeviceWindow = mDeviceWindow;
514 presentParameters.MultiSampleQuality = 0;
515 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
516 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
517 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
518 presentParameters.Windowed = TRUE;
519
520 return presentParameters;
521}
522
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000523int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000524{
525 D3DDISPLAYMODE currentDisplayMode;
526 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
527
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000528 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
529 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000530 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
531 int numConfigs = 0;
532
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000533 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000534 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000535 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000536
537 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
538
539 if (SUCCEEDED(result))
540 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000541 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000542 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000543 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000544 HRESULT result = D3D_OK;
545
546 if(depthStencilFormat != D3DFMT_UNKNOWN)
547 {
548 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
549 }
550
551 if (SUCCEEDED(result))
552 {
553 if(depthStencilFormat != D3DFMT_UNKNOWN)
554 {
555 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
556 }
557
558 if (SUCCEEDED(result))
559 {
560 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000561 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
562 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000563 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
564 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
565
566 (*configDescList)[numConfigs++] = newConfig;
567 }
568 }
569 }
570 }
571 }
572
573 return numConfigs;
574}
575
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000576void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000577{
578 delete [] (configDescList);
579}
580
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000581void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000582{
583 if (!mSceneStarted)
584 {
585 long result = mDevice->BeginScene();
586 if (SUCCEEDED(result)) {
587 // This is defensive checking against the device being
588 // lost at unexpected times.
589 mSceneStarted = true;
590 }
591 }
592}
593
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000594void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000595{
596 if (mSceneStarted)
597 {
598 // EndScene can fail if the device was lost, for example due
599 // to a TDR during a draw call.
600 mDevice->EndScene();
601 mSceneStarted = false;
602 }
603}
604
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000605void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000606{
607 HRESULT result;
608
609 IDirect3DQuery9* query = allocateEventQuery();
610 if (!query)
611 {
612 return;
613 }
614
615 result = query->Issue(D3DISSUE_END);
616 ASSERT(SUCCEEDED(result));
617
618 do
619 {
620 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
621
622 if(block && result == S_FALSE)
623 {
624 // Keep polling, but allow other threads to do something useful first
625 Sleep(0);
626 // explicitly check for device loss
627 // some drivers seem to return S_FALSE even if the device is lost
628 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000629 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000630 {
631 result = D3DERR_DEVICELOST;
632 }
633 }
634 }
635 while(block && result == S_FALSE);
636
637 freeEventQuery(query);
638
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000639 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000640 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000641 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000642 }
643}
644
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000645SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
646{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000647 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000648}
649
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000650IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000651{
652 IDirect3DQuery9 *query = NULL;
653
654 if (mEventQueryPool.empty())
655 {
656 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
657 ASSERT(SUCCEEDED(result));
658 }
659 else
660 {
661 query = mEventQueryPool.back();
662 mEventQueryPool.pop_back();
663 }
664
665 return query;
666}
667
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000668void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000669{
670 if (mEventQueryPool.size() > 1000)
671 {
672 query->Release();
673 }
674 else
675 {
676 mEventQueryPool.push_back(query);
677 }
678}
679
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000680IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000681{
682 return mVertexShaderCache.create(function, length);
683}
684
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000685IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000686{
687 return mPixelShaderCache.create(function, length);
688}
689
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000690HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
691{
692 D3DPOOL Pool = getBufferPool(Usage);
693 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
694}
695
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000696VertexBuffer *Renderer9::createVertexBuffer()
697{
698 return new VertexBuffer9(this);
699}
700
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000701HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
702{
703 D3DPOOL Pool = getBufferPool(Usage);
704 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
705}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000706
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000707IndexBuffer *Renderer9::createIndexBuffer()
708{
709 return new IndexBuffer9(this);
710}
711
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000712BufferStorage *Renderer9::createBufferStorage()
713{
714 return new BufferStorage9();
715}
716
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000717QueryImpl *Renderer9::createQuery(GLenum type)
718{
719 return new Query9(this, type);
720}
721
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000722FenceImpl *Renderer9::createFence()
723{
724 return new Fence9(this);
725}
726
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000727void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000728{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000729 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
730 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000731
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000732 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000733 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000734 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
735 int d3dSampler = index + d3dSamplerOffset;
736
737 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
738 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
739
740 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
741 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
742 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
744 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
745 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
746 if (mSupportsTextureFilterAnisotropy)
747 {
748 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
749 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000750 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000751
752 forceSetSamplers[index] = false;
753 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000754}
755
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000756void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000757{
758 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
759 int d3dSampler = index + d3dSamplerOffset;
760 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000761 unsigned int serial = 0;
762 bool forceSetTexture = false;
763
764 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000765
766 if (texture)
767 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000768 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000769 if (texStorage)
770 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000771 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000772 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000773 }
774 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000775 // in the texture class and we're unexpectedly missing the d3d texture
776 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000777
778 serial = texture->getTextureSerial();
779 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000780 }
781
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000782 if (forceSetTexture || appliedSerials[index] != serial)
783 {
784 mDevice->SetTexture(d3dSampler, d3dTexture);
785 }
786
787 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000788}
789
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000790void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000791{
792 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793
794 if (rasterStateChanged)
795 {
796 // Set the cull mode
797 if (rasterState.cullFace)
798 {
799 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
800 }
801 else
802 {
803 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
804 }
805
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000806 if (rasterState.polygonOffsetFill)
807 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000808 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000809 {
810 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
811
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000812 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000813 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
814 }
815 }
816 else
817 {
818 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
819 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
820 }
821
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000822 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000823 }
824
825 mForceSetRasterState = false;
826}
827
828void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
829{
830 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
831 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
832 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
833
834 if (blendStateChanged || blendColorChanged)
835 {
836 if (blendState.blend)
837 {
838 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
839
840 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
841 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
842 {
843 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
844 }
845 else
846 {
847 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
848 gl::unorm<8>(blendColor.alpha),
849 gl::unorm<8>(blendColor.alpha),
850 gl::unorm<8>(blendColor.alpha)));
851 }
852
853 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
854 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
855 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
856
857 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
858 blendState.destBlendRGB != blendState.destBlendAlpha ||
859 blendState.blendEquationRGB != blendState.blendEquationAlpha)
860 {
861 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
862
863 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
864 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
865 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
866 }
867 else
868 {
869 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
870 }
871 }
872 else
873 {
874 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
875 }
876
877 if (blendState.sampleAlphaToCoverage)
878 {
879 FIXME("Sample alpha to coverage is unimplemented.");
880 }
881
882 // Set the color mask
883 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
884 // Apparently some ATI cards have a bug where a draw with a zero color
885 // write mask can cause later draws to have incorrect results. Instead,
886 // set a nonzero color write mask but modify the blend state so that no
887 // drawing is done.
888 // http://code.google.com/p/angleproject/issues/detail?id=169
889
890 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
891 blendState.colorMaskBlue, blendState.colorMaskAlpha);
892 if (colorMask == 0 && !zeroColorMaskAllowed)
893 {
894 // Enable green channel, but set blending so nothing will be drawn.
895 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
896 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
897
898 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
899 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
900 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
901 }
902 else
903 {
904 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
905 }
906
907 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
908
909 mCurBlendState = blendState;
910 mCurBlendColor = blendColor;
911 }
912
913 if (sampleMaskChanged)
914 {
915 // Set the multisample mask
916 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
917 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
918
919 mCurSampleMask = sampleMask;
920 }
921
922 mForceSetBlendState = false;
923}
924
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000925void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000926 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000927{
928 bool depthStencilStateChanged = mForceSetDepthStencilState ||
929 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000930 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
931 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000932 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000933
934 if (depthStencilStateChanged)
935 {
936 if (depthStencilState.depthTest)
937 {
938 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
939 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
940 }
941 else
942 {
943 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
944 }
945
946 mCurDepthStencilState = depthStencilState;
947 }
948
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000949 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000950 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000951 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000952 {
953 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
954 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
955
956 // FIXME: Unsupported by D3D9
957 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
958 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
959 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
960 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000961 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000962 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
963 {
964 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 +0000965 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000966 }
967
968 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000969 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000970
971 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
972 depthStencilState.stencilWritemask);
973 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
974 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
975
976 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000977 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
979 depthStencilState.stencilMask);
980
981 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
982 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
984 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
985 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
986 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
987
988 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
989 depthStencilState.stencilBackWritemask);
990 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
991 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
992
993 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000994 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000995 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
996 depthStencilState.stencilBackMask);
997
998 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
999 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1001 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1002 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1003 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1004 }
1005 else
1006 {
1007 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1008 }
1009
1010 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1011
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001012 mCurStencilRef = stencilRef;
1013 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001014 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001015 }
1016
1017 mForceSetDepthStencilState = false;
1018}
1019
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001020void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001021{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001022 bool scissorChanged = mForceSetScissor ||
1023 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1024 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001025
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001026 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001028 if (enabled)
1029 {
1030 RECT rect;
1031 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1032 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1033 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1034 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1035 mDevice->SetScissorRect(&rect);
1036 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001037
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001038 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1039
1040 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001041 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001042 }
1043
1044 mForceSetScissor = false;
1045}
1046
daniel@transgaming.com12985182012-12-20 20:56:31 +00001047bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001048 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001049{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001050 gl::Rectangle actualViewport = viewport;
1051 float actualZNear = gl::clamp01(zNear);
1052 float actualZFar = gl::clamp01(zFar);
1053 if (ignoreViewport)
1054 {
1055 actualViewport.x = 0;
1056 actualViewport.y = 0;
1057 actualViewport.width = mRenderTargetDesc.width;
1058 actualViewport.height = mRenderTargetDesc.height;
1059 actualZNear = 0.0f;
1060 actualZFar = 1.0f;
1061 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001062
1063 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001064 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1065 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1066 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1067 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1068 dxViewport.MinZ = actualZNear;
1069 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001070
1071 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1072 {
1073 return false; // Nothing to render
1074 }
1075
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001076 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1077 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001078 if (viewportChanged)
1079 {
1080 mDevice->SetViewport(&dxViewport);
1081
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001082 mCurViewport = actualViewport;
1083 mCurNear = actualZNear;
1084 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001085
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001086 dx_VertexConstants vc = {0};
1087 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001088
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001089 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1090 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001091
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001092 pc.viewCoords[0] = actualViewport.width * 0.5f;
1093 pc.viewCoords[1] = actualViewport.height * 0.5f;
1094 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1095 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001096
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001097 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1098 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1099 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1100
1101 vc.depthRange[0] = actualZNear;
1102 vc.depthRange[1] = actualZFar;
1103 vc.depthRange[2] = actualZFar - actualZNear;
1104
1105 pc.depthRange[0] = actualZNear;
1106 pc.depthRange[1] = actualZFar;
1107 pc.depthRange[2] = actualZFar - actualZNear;
1108
1109 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1110 {
1111 mVertexConstants = vc;
1112 mDxUniformsDirty = true;
1113 }
1114
1115 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1116 {
1117 mPixelConstants = pc;
1118 mDxUniformsDirty = true;
1119 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001120 }
1121
1122 mForceSetViewport = false;
1123 return true;
1124}
1125
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001126bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1127{
1128 switch (mode)
1129 {
1130 case GL_POINTS:
1131 mPrimitiveType = D3DPT_POINTLIST;
1132 mPrimitiveCount = count;
1133 break;
1134 case GL_LINES:
1135 mPrimitiveType = D3DPT_LINELIST;
1136 mPrimitiveCount = count / 2;
1137 break;
1138 case GL_LINE_LOOP:
1139 mPrimitiveType = D3DPT_LINESTRIP;
1140 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1141 break;
1142 case GL_LINE_STRIP:
1143 mPrimitiveType = D3DPT_LINESTRIP;
1144 mPrimitiveCount = count - 1;
1145 break;
1146 case GL_TRIANGLES:
1147 mPrimitiveType = D3DPT_TRIANGLELIST;
1148 mPrimitiveCount = count / 3;
1149 break;
1150 case GL_TRIANGLE_STRIP:
1151 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1152 mPrimitiveCount = count - 2;
1153 break;
1154 case GL_TRIANGLE_FAN:
1155 mPrimitiveType = D3DPT_TRIANGLEFAN;
1156 mPrimitiveCount = count - 2;
1157 break;
1158 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001160 }
1161
1162 return mPrimitiveCount > 0;
1163}
1164
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001165
1166gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1167{
1168 if (!depthbuffer)
1169 {
1170 ERR("Unexpected null depthbuffer for depth-only FBO.");
1171 return NULL;
1172 }
1173
1174 GLsizei width = depthbuffer->getWidth();
1175 GLsizei height = depthbuffer->getHeight();
1176
1177 // search cached nullcolorbuffers
1178 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1179 {
1180 if (mNullColorbufferCache[i].buffer != NULL &&
1181 mNullColorbufferCache[i].width == width &&
1182 mNullColorbufferCache[i].height == height)
1183 {
1184 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1185 return mNullColorbufferCache[i].buffer;
1186 }
1187 }
1188
1189 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1190
1191 // add nullbuffer to the cache
1192 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1193 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1194 {
1195 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1196 {
1197 oldest = &mNullColorbufferCache[i];
1198 }
1199 }
1200
1201 delete oldest->buffer;
1202 oldest->buffer = nullbuffer;
1203 oldest->lruCount = ++mMaxNullColorbufferLRU;
1204 oldest->width = width;
1205 oldest->height = height;
1206
1207 return nullbuffer;
1208}
1209
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001210bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001211{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001212 // if there is no color attachment we must synthesize a NULL colorattachment
1213 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1214 gl::Renderbuffer *renderbufferObject = NULL;
1215 if (framebuffer->getColorbufferType() != GL_NONE)
1216 {
1217 renderbufferObject = framebuffer->getColorbuffer();
1218 }
1219 else
1220 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001221 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001222 }
1223 if (!renderbufferObject)
1224 {
1225 ERR("unable to locate renderbuffer for FBO.");
1226 return false;
1227 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001228
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001229 bool renderTargetChanged = false;
1230 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1231 if (renderTargetSerial != mAppliedRenderTargetSerial)
1232 {
1233 // Apply the render target on the device
1234 IDirect3DSurface9 *renderTargetSurface = NULL;
1235
1236 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1237 if (renderTarget)
1238 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001239 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001240 }
1241
1242 if (!renderTargetSurface)
1243 {
1244 ERR("render target pointer unexpectedly null.");
1245 return false; // Context must be lost
1246 }
1247
1248 mDevice->SetRenderTarget(0, renderTargetSurface);
1249 renderTargetSurface->Release();
1250
1251 mAppliedRenderTargetSerial = renderTargetSerial;
1252 renderTargetChanged = true;
1253 }
1254
1255 gl::Renderbuffer *depthStencil = NULL;
1256 unsigned int depthbufferSerial = 0;
1257 unsigned int stencilbufferSerial = 0;
1258 if (framebuffer->getDepthbufferType() != GL_NONE)
1259 {
1260 depthStencil = framebuffer->getDepthbuffer();
1261 if (!depthStencil)
1262 {
1263 ERR("Depth stencil pointer unexpectedly null.");
1264 return false;
1265 }
1266
1267 depthbufferSerial = depthStencil->getSerial();
1268 }
1269 else if (framebuffer->getStencilbufferType() != GL_NONE)
1270 {
1271 depthStencil = framebuffer->getStencilbuffer();
1272 if (!depthStencil)
1273 {
1274 ERR("Depth stencil pointer unexpectedly null.");
1275 return false;
1276 }
1277
1278 stencilbufferSerial = depthStencil->getSerial();
1279 }
1280
1281 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1282 stencilbufferSerial != mAppliedStencilbufferSerial ||
1283 !mDepthStencilInitialized)
1284 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001285 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001286 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001287
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001288 // Apply the depth stencil on the device
1289 if (depthStencil)
1290 {
1291 IDirect3DSurface9 *depthStencilSurface = NULL;
1292 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1293
1294 if (depthStencilRenderTarget)
1295 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001296 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001297 }
1298
1299 if (!depthStencilSurface)
1300 {
1301 ERR("depth stencil pointer unexpectedly null.");
1302 return false; // Context must be lost
1303 }
1304
1305 mDevice->SetDepthStencilSurface(depthStencilSurface);
1306 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001307
1308 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001309 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001310 }
1311 else
1312 {
1313 mDevice->SetDepthStencilSurface(NULL);
1314 }
1315
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001316 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1317 {
1318 mCurDepthSize = depthSize;
1319 mForceSetRasterState = true;
1320 }
1321
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001322 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1323 {
1324 mCurStencilSize = stencilSize;
1325 mForceSetDepthStencilState = true;
1326 }
1327
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001328 mAppliedDepthbufferSerial = depthbufferSerial;
1329 mAppliedStencilbufferSerial = stencilbufferSerial;
1330 mDepthStencilInitialized = true;
1331 }
1332
1333 if (renderTargetChanged || !mRenderTargetDescInitialized)
1334 {
1335 mForceSetScissor = true;
1336 mForceSetViewport = true;
1337
1338 mRenderTargetDesc.width = renderbufferObject->getWidth();
1339 mRenderTargetDesc.height = renderbufferObject->getHeight();
1340 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1341 mRenderTargetDescInitialized = true;
1342 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001343
1344 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001345}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001346
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001347GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001348{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001349 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001350 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1351 if (err != GL_NO_ERROR)
1352 {
1353 return err;
1354 }
1355
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001356 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1357}
1358
1359// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001360GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001361{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001362 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001363
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001364 if (err == GL_NO_ERROR)
1365 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001366 // Directly binding the storage buffer is not supported for d3d9
1367 ASSERT(indexInfo->storage == NULL);
1368
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001369 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001370 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001371 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1372
1373 mDevice->SetIndices(indexBuffer->getBuffer());
1374 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001375 }
1376 }
1377
1378 return err;
1379}
1380
1381void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1382{
1383 startScene();
1384
1385 if (mode == GL_LINE_LOOP)
1386 {
1387 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1388 }
1389 else if (instances > 0)
1390 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001391 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001392 if (countingIB)
1393 {
1394 if (mAppliedIBSerial != countingIB->getSerial())
1395 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001396 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1397
1398 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001399 mAppliedIBSerial = countingIB->getSerial();
1400 }
1401
1402 for (int i = 0; i < mRepeatDraw; i++)
1403 {
1404 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1405 }
1406 }
1407 else
1408 {
1409 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001410 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001411 }
1412 }
1413 else // Regular case
1414 {
1415 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1416 }
1417}
1418
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001419void 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 +00001420{
1421 startScene();
1422
1423 if (mode == GL_LINE_LOOP)
1424 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001425 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001426 }
1427 else
1428 {
1429 for (int i = 0; i < mRepeatDraw; i++)
1430 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001431 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1432 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001433 }
1434 }
1435}
1436
1437void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1438{
1439 // Get the raw indices for an indexed draw
1440 if (type != GL_NONE && elementArrayBuffer)
1441 {
1442 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001443 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001444 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001445 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001446 }
1447
1448 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001449
1450 if (get32BitIndexSupport())
1451 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001452 if (!mLineLoopIB)
1453 {
1454 mLineLoopIB = new StreamingIndexBufferInterface(this);
1455 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1456 {
1457 delete mLineLoopIB;
1458 mLineLoopIB = NULL;
1459
1460 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001461 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001462 }
1463 }
1464
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001465 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001466 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001469 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001470 }
1471
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 void* mappedMemory = NULL;
1473 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1474 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001475 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001476 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001477 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001478 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001479
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 startIndex = static_cast<UINT>(offset) / 4;
1481 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1482
1483 switch (type)
1484 {
1485 case GL_NONE: // Non-indexed draw
1486 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001487 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001488 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001489 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 data[count] = 0;
1491 break;
1492 case GL_UNSIGNED_BYTE:
1493 for (int i = 0; i < count; i++)
1494 {
1495 data[i] = static_cast<const GLubyte*>(indices)[i];
1496 }
1497 data[count] = static_cast<const GLubyte*>(indices)[0];
1498 break;
1499 case GL_UNSIGNED_SHORT:
1500 for (int i = 0; i < count; i++)
1501 {
1502 data[i] = static_cast<const GLushort*>(indices)[i];
1503 }
1504 data[count] = static_cast<const GLushort*>(indices)[0];
1505 break;
1506 case GL_UNSIGNED_INT:
1507 for (int i = 0; i < count; i++)
1508 {
1509 data[i] = static_cast<const GLuint*>(indices)[i];
1510 }
1511 data[count] = static_cast<const GLuint*>(indices)[0];
1512 break;
1513 default: UNREACHABLE();
1514 }
1515
1516 if (!mLineLoopIB->unmapBuffer())
1517 {
1518 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001519 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001520 }
1521 }
1522 else
1523 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001524 if (!mLineLoopIB)
1525 {
1526 mLineLoopIB = new StreamingIndexBufferInterface(this);
1527 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1528 {
1529 delete mLineLoopIB;
1530 mLineLoopIB = NULL;
1531
1532 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001533 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001534 }
1535 }
1536
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001537 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001538 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001539 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001541 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001542 }
1543
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 void* mappedMemory = NULL;
1545 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1546 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001547 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001549 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001551
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 startIndex = static_cast<UINT>(offset) / 2;
1553 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1554
1555 switch (type)
1556 {
1557 case GL_NONE: // Non-indexed draw
1558 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001559 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001560 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001561 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 data[count] = 0;
1563 break;
1564 case GL_UNSIGNED_BYTE:
1565 for (int i = 0; i < count; i++)
1566 {
1567 data[i] = static_cast<const GLubyte*>(indices)[i];
1568 }
1569 data[count] = static_cast<const GLubyte*>(indices)[0];
1570 break;
1571 case GL_UNSIGNED_SHORT:
1572 for (int i = 0; i < count; i++)
1573 {
1574 data[i] = static_cast<const GLushort*>(indices)[i];
1575 }
1576 data[count] = static_cast<const GLushort*>(indices)[0];
1577 break;
1578 case GL_UNSIGNED_INT:
1579 for (int i = 0; i < count; i++)
1580 {
1581 data[i] = static_cast<const GLuint*>(indices)[i];
1582 }
1583 data[count] = static_cast<const GLuint*>(indices)[0];
1584 break;
1585 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001586 }
1587
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001588 if (!mLineLoopIB->unmapBuffer())
1589 {
1590 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001591 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001592 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001593 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001594
1595 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001596 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001597 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1598
1599 mDevice->SetIndices(indexBuffer->getBuffer());
1600 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001601 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001602
1603 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001604}
1605
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001606void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1607{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001608 unsigned int programBinarySerial = programBinary->getSerial();
1609 if (programBinarySerial != mAppliedProgramBinarySerial)
1610 {
1611 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1612 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001613
daniel@transgaming.come4991412012-12-20 20:55:34 +00001614 IDirect3DVertexShader9 *vertexShader = NULL;
1615 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001616
daniel@transgaming.come4991412012-12-20 20:55:34 +00001617 IDirect3DPixelShader9 *pixelShader = NULL;
1618 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001619
daniel@transgaming.come4991412012-12-20 20:55:34 +00001620 mDevice->SetPixelShader(pixelShader);
1621 mDevice->SetVertexShader(vertexShader);
1622 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001623 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001624
1625 mAppliedProgramBinarySerial = programBinarySerial;
1626 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001627}
1628
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001629void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001630{
1631 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1632 {
1633 gl::Uniform *targetUniform = *ub;
1634
1635 if (targetUniform->dirty)
1636 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001637 GLfloat *f = (GLfloat*)targetUniform->data;
1638 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001639
1640 switch (targetUniform->type)
1641 {
1642 case GL_SAMPLER_2D:
1643 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001644 break;
1645 case GL_BOOL:
1646 case GL_BOOL_VEC2:
1647 case GL_BOOL_VEC3:
1648 case GL_BOOL_VEC4:
1649 applyUniformnbv(targetUniform, i);
1650 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001651 case GL_FLOAT:
1652 case GL_FLOAT_VEC2:
1653 case GL_FLOAT_VEC3:
1654 case GL_FLOAT_VEC4:
1655 case GL_FLOAT_MAT2:
1656 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001657 case GL_FLOAT_MAT4:
1658 applyUniformnfv(targetUniform, f);
1659 break;
1660 case GL_INT:
1661 case GL_INT_VEC2:
1662 case GL_INT_VEC3:
1663 case GL_INT_VEC4:
1664 applyUniformniv(targetUniform, i);
1665 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001666 default:
1667 UNREACHABLE();
1668 }
1669
1670 targetUniform->dirty = false;
1671 }
1672 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001673
1674 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001675 if (mDxUniformsDirty)
1676 {
1677 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1678 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1679 mDxUniformsDirty = false;
1680 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001681}
1682
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001683void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001684{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001685 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001686 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001687 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001688 }
1689
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001690 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001691 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001692 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001693 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694}
1695
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001696void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001697{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001698 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1699 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001700
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001701 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001702 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001703 vector[i][0] = (GLfloat)v[4 * i + 0];
1704 vector[i][1] = (GLfloat)v[4 * i + 1];
1705 vector[i][2] = (GLfloat)v[4 * i + 2];
1706 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001707 }
1708
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001709 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710}
1711
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001712void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001713{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001714 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1715 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001716
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001717 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001718 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001719 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1720 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1721 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1722 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001723 }
1724
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001725 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001726}
1727
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001728void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001729{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001730 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1731 gl::unorm<8>(clearParams.colorClearValue.red),
1732 gl::unorm<8>(clearParams.colorClearValue.green),
1733 gl::unorm<8>(clearParams.colorClearValue.blue));
1734 float depth = gl::clamp01(clearParams.depthClearValue);
1735 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001736
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001737 unsigned int stencilUnmasked = 0x0;
1738 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1739 {
1740 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1741 stencilUnmasked = (0x1 << stencilSize) - 1;
1742 }
1743
1744 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1745
1746 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1747 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1748 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1749 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1750 clearParams.colorMaskBlue && alphaUnmasked);
1751
1752 if (needMaskedColorClear || needMaskedStencilClear)
1753 {
1754 // State which is altered in all paths from this point to the clear call is saved.
1755 // State which is altered in only some paths will be flagged dirty in the case that
1756 // that path is taken.
1757 HRESULT hr;
1758 if (mMaskedClearSavedState == NULL)
1759 {
1760 hr = mDevice->BeginStateBlock();
1761 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1762
1763 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1764 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1765 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1766 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1767 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1768 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1769 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1770 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1771 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1772 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1773 mDevice->SetPixelShader(NULL);
1774 mDevice->SetVertexShader(NULL);
1775 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1776 mDevice->SetStreamSource(0, NULL, 0, 0);
1777 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1778 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1779 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1780 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1781 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1782 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1783 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1784
1785 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1786 {
1787 mDevice->SetStreamSourceFreq(i, 1);
1788 }
1789
1790 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1791 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1792 }
1793
1794 ASSERT(mMaskedClearSavedState != NULL);
1795
1796 if (mMaskedClearSavedState != NULL)
1797 {
1798 hr = mMaskedClearSavedState->Capture();
1799 ASSERT(SUCCEEDED(hr));
1800 }
1801
1802 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1803 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1804 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1805 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1806 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1807 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1808 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1809 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1810
1811 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1812 {
1813 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1814 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1815 clearParams.colorMaskGreen,
1816 clearParams.colorMaskBlue,
1817 clearParams.colorMaskAlpha));
1818 }
1819 else
1820 {
1821 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1822 }
1823
1824 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1825 {
1826 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1827 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1828 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1829 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1830 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1831 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1832 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1833 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1834 }
1835 else
1836 {
1837 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1838 }
1839
1840 mDevice->SetPixelShader(NULL);
1841 mDevice->SetVertexShader(NULL);
1842 mDevice->SetFVF(D3DFVF_XYZRHW);
1843 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1844 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1845 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1846 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1847 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1848 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1849 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1850
1851 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1852 {
1853 mDevice->SetStreamSourceFreq(i, 1);
1854 }
1855
1856 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1857 quad[0][0] = -0.5f;
1858 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1859 quad[0][2] = 0.0f;
1860 quad[0][3] = 1.0f;
1861
1862 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1863 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1864 quad[1][2] = 0.0f;
1865 quad[1][3] = 1.0f;
1866
1867 quad[2][0] = -0.5f;
1868 quad[2][1] = -0.5f;
1869 quad[2][2] = 0.0f;
1870 quad[2][3] = 1.0f;
1871
1872 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1873 quad[3][1] = -0.5f;
1874 quad[3][2] = 0.0f;
1875 quad[3][3] = 1.0f;
1876
1877 startScene();
1878 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1879
1880 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1881 {
1882 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1883 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1884 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1885 }
1886
1887 if (mMaskedClearSavedState != NULL)
1888 {
1889 mMaskedClearSavedState->Apply();
1890 }
1891 }
1892 else if (clearParams.mask)
1893 {
1894 DWORD dxClearFlags = 0;
1895 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1896 {
1897 dxClearFlags |= D3DCLEAR_TARGET;
1898 }
1899 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1900 {
1901 dxClearFlags |= D3DCLEAR_ZBUFFER;
1902 }
1903 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1904 {
1905 dxClearFlags |= D3DCLEAR_STENCIL;
1906 }
1907
1908 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1909 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001910}
1911
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001912void Renderer9::markAllStateDirty()
1913{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001914 mAppliedRenderTargetSerial = 0;
1915 mAppliedDepthbufferSerial = 0;
1916 mAppliedStencilbufferSerial = 0;
1917 mDepthStencilInitialized = false;
1918 mRenderTargetDescInitialized = false;
1919
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001920 mForceSetDepthStencilState = true;
1921 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001922 mForceSetScissor = true;
1923 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001924 mForceSetBlendState = true;
1925
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001926 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001927 {
1928 mForceSetVertexSamplerStates[i] = true;
1929 mCurVertexTextureSerials[i] = 0;
1930 }
1931 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1932 {
1933 mForceSetPixelSamplerStates[i] = true;
1934 mCurPixelTextureSerials[i] = 0;
1935 }
1936
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001937 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001938 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001939 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001940
1941 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001942}
1943
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001944void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001945{
1946 while (!mEventQueryPool.empty())
1947 {
1948 mEventQueryPool.back()->Release();
1949 mEventQueryPool.pop_back();
1950 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001951
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001952 if (mMaskedClearSavedState)
1953 {
1954 mMaskedClearSavedState->Release();
1955 mMaskedClearSavedState = NULL;
1956 }
1957
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001958 mVertexShaderCache.clear();
1959 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001960
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001961 delete mBlit;
1962 mBlit = NULL;
1963
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001964 delete mVertexDataManager;
1965 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001966
1967 delete mIndexDataManager;
1968 mIndexDataManager = NULL;
1969
1970 delete mLineLoopIB;
1971 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001972
1973 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1974 {
1975 delete mNullColorbufferCache[i].buffer;
1976 mNullColorbufferCache[i].buffer = NULL;
1977 }
1978
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001979}
1980
1981
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001982void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001983{
1984 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001985 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001986}
1987
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001988bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001989{
1990 return mDeviceLost;
1991}
1992
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001993// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001994bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001995{
1996 bool isLost = false;
1997
1998 if (mDeviceEx)
1999 {
2000 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2001 }
2002 else if (mDevice)
2003 {
2004 isLost = FAILED(mDevice->TestCooperativeLevel());
2005 }
2006 else
2007 {
2008 // No device yet, so no reset required
2009 }
2010
2011 if (isLost)
2012 {
2013 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002014 // we'll probably get this done again by notifyDeviceLost
2015 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002016 // Note that we don't want to clear the device loss status here
2017 // -- this needs to be done by resetDevice
2018 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002019 if (notify)
2020 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002021 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002022 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002023 }
2024
2025 return isLost;
2026}
2027
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002028bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002029{
2030 HRESULT status = D3D_OK;
2031
2032 if (mDeviceEx)
2033 {
2034 status = mDeviceEx->CheckDeviceState(NULL);
2035 }
2036 else if (mDevice)
2037 {
2038 status = mDevice->TestCooperativeLevel();
2039 }
2040
2041 switch (status)
2042 {
2043 case D3DERR_DEVICENOTRESET:
2044 case D3DERR_DEVICEHUNG:
2045 return true;
2046 default:
2047 return false;
2048 }
2049}
2050
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002051bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002052{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002053 releaseDeviceResources();
2054
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002055 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2056
2057 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002058 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002059 int attempts = 3;
2060
2061 while (lost && attempts > 0)
2062 {
2063 if (mDeviceEx)
2064 {
2065 Sleep(500); // Give the graphics driver some CPU time
2066 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2067 }
2068 else
2069 {
2070 result = mDevice->TestCooperativeLevel();
2071 while (result == D3DERR_DEVICELOST)
2072 {
2073 Sleep(100); // Give the graphics driver some CPU time
2074 result = mDevice->TestCooperativeLevel();
2075 }
2076
2077 if (result == D3DERR_DEVICENOTRESET)
2078 {
2079 result = mDevice->Reset(&presentParameters);
2080 }
2081 }
2082
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002083 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002084 attempts --;
2085 }
2086
2087 if (FAILED(result))
2088 {
2089 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2090 return false;
2091 }
2092
2093 // reset device defaults
2094 initializeDevice();
2095 mDeviceLost = false;
2096
2097 return true;
2098}
2099
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002100DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002101{
2102 return mAdapterIdentifier.VendorId;
2103}
2104
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002105std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002106{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002107 std::ostringstream rendererString;
2108
2109 rendererString << mAdapterIdentifier.Description;
2110 if (getShareHandleSupport())
2111 {
2112 rendererString << " Direct3D9Ex";
2113 }
2114 else
2115 {
2116 rendererString << " Direct3D9";
2117 }
2118
2119 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2120 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2121
2122 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002123}
2124
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002125GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002126{
2127 return mAdapterIdentifier.DeviceIdentifier;
2128}
2129
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002130void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002131{
2132 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2133 {
2134 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2135 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2136
2137 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2138 }
2139}
2140
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002141bool Renderer9::getBGRATextureSupport() const
2142{
2143 // DirectX 9 always supports BGRA
2144 return true;
2145}
2146
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002147bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002148{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002149 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002150}
2151
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002152bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002153{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002154 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002155}
2156
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002157bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002158{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002159 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002160}
2161
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002162bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002163{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002164 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002165}
2166
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002167bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002168{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002169 *filtering = mFloat32FilterSupport;
2170 *renderable = mFloat32RenderSupport;
2171 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002172}
2173
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002174bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002175{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002176 *filtering = mFloat16FilterSupport;
2177 *renderable = mFloat16RenderSupport;
2178 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002179}
2180
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002181bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002182{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002183 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002184}
2185
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002186bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002187{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002188 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002189}
2190
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002191bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002192{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002193 return mSupportsTextureFilterAnisotropy;
2194}
2195
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002196float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002197{
2198 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002199 {
2200 return mDeviceCaps.MaxAnisotropy;
2201 }
2202 return 1.0f;
2203}
2204
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002205bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002207 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208}
2209
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002210unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002211{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002212 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2213 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002214}
2215
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002216unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2217{
2218 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2219}
2220
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002221int Renderer9::getMaxVertexUniformVectors() const
2222{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002223 return MAX_VERTEX_UNIFORM_VECTORS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002224}
2225
2226int Renderer9::getMaxFragmentUniformVectors() const
2227{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002228 return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002229}
2230
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002231int Renderer9::getMaxVaryingVectors() const
2232{
2233 return getMajorShaderModel() >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2234}
2235
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002236bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002237{
2238 return mSupportsNonPower2Textures;
2239}
2240
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002241bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002242{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002243 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002244}
2245
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002246bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002247{
2248 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2249}
2250
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002251bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002252{
2253 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002254 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002255}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002256
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002257bool Renderer9::getDerivativeInstructionSupport() const
2258{
2259 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2260}
2261
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002262bool Renderer9::getPostSubBufferSupport() const
2263{
2264 return true;
2265}
2266
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002267int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002268{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002269 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002270}
2271
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002272float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002273{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002274 // Point size clamped at 1.0f for SM2
2275 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002276}
2277
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002278int Renderer9::getMaxViewportDimension() const
2279{
2280 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2281 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2282 return maxTextureDimension;
2283}
2284
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002285int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002286{
2287 return (int)mDeviceCaps.MaxTextureWidth;
2288}
2289
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002290int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002291{
2292 return (int)mDeviceCaps.MaxTextureHeight;
2293}
2294
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002295bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002296{
2297 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2298}
2299
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002300DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002301{
2302 return mDeviceCaps.DeclTypes;
2303}
2304
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002305int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002306{
2307 return mMinSwapInterval;
2308}
2309
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002310int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002311{
2312 return mMaxSwapInterval;
2313}
2314
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002315int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002316{
2317 return mMaxSupportedSamples;
2318}
2319
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002320int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002321{
2322 if (requested == 0)
2323 {
2324 return requested;
2325 }
2326
2327 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2328 if (itr == mMultiSampleSupport.end())
2329 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002330 if (format == D3DFMT_UNKNOWN)
2331 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002332 return -1;
2333 }
2334
2335 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2336 {
2337 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2338 {
2339 return i;
2340 }
2341 }
2342
2343 return -1;
2344}
2345
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002346D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2347{
2348 switch (internalformat)
2349 {
2350 case GL_DEPTH_COMPONENT16:
2351 case GL_DEPTH_COMPONENT32_OES:
2352 case GL_DEPTH24_STENCIL8_OES:
2353 return D3DFMT_INTZ;
2354 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2355 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2356 return D3DFMT_DXT1;
2357 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2358 return D3DFMT_DXT3;
2359 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2360 return D3DFMT_DXT5;
2361 case GL_RGBA32F_EXT:
2362 case GL_RGB32F_EXT:
2363 case GL_ALPHA32F_EXT:
2364 case GL_LUMINANCE32F_EXT:
2365 case GL_LUMINANCE_ALPHA32F_EXT:
2366 return D3DFMT_A32B32G32R32F;
2367 case GL_RGBA16F_EXT:
2368 case GL_RGB16F_EXT:
2369 case GL_ALPHA16F_EXT:
2370 case GL_LUMINANCE16F_EXT:
2371 case GL_LUMINANCE_ALPHA16F_EXT:
2372 return D3DFMT_A16B16G16R16F;
2373 case GL_LUMINANCE8_EXT:
2374 if (getLuminanceTextureSupport())
2375 {
2376 return D3DFMT_L8;
2377 }
2378 break;
2379 case GL_LUMINANCE8_ALPHA8_EXT:
2380 if (getLuminanceAlphaTextureSupport())
2381 {
2382 return D3DFMT_A8L8;
2383 }
2384 break;
2385 case GL_RGB8_OES:
2386 case GL_RGB565:
2387 return D3DFMT_X8R8G8B8;
2388 }
2389
2390 return D3DFMT_A8R8G8B8;
2391}
2392
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002393bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002394{
2395 bool result = false;
2396
2397 if (source && dest)
2398 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002399 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2400 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002401
2402 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002403 for (int i = 0; i < levels; ++i)
2404 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002405 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2406 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002407
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002408 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002409
2410 if (srcSurf) srcSurf->Release();
2411 if (dstSurf) dstSurf->Release();
2412
2413 if (!result)
2414 return false;
2415 }
2416 }
2417
2418 return result;
2419}
2420
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002421bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002422{
2423 bool result = false;
2424
2425 if (source && dest)
2426 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002427 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2428 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002429 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002430 for (int f = 0; f < 6; f++)
2431 {
2432 for (int i = 0; i < levels; i++)
2433 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002434 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2435 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002436
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002437 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002438
2439 if (srcSurf) srcSurf->Release();
2440 if (dstSurf) dstSurf->Release();
2441
2442 if (!result)
2443 return false;
2444 }
2445 }
2446 }
2447
2448 return result;
2449}
2450
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002451D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002452{
2453 if (mD3d9Ex != NULL)
2454 {
2455 return D3DPOOL_DEFAULT;
2456 }
2457 else
2458 {
2459 if (!(usage & D3DUSAGE_DYNAMIC))
2460 {
2461 return D3DPOOL_MANAGED;
2462 }
2463 }
2464
2465 return D3DPOOL_DEFAULT;
2466}
2467
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002468bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002469 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002470{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002471 RECT rect;
2472 rect.left = sourceRect.x;
2473 rect.top = sourceRect.y;
2474 rect.right = sourceRect.x + sourceRect.width;
2475 rect.bottom = sourceRect.y + sourceRect.height;
2476
2477 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002478}
2479
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002480bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002481 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002482{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002483 RECT rect;
2484 rect.left = sourceRect.x;
2485 rect.top = sourceRect.y;
2486 rect.right = sourceRect.x + sourceRect.width;
2487 rect.bottom = sourceRect.y + sourceRect.height;
2488
2489 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002490}
2491
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002492bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002493 bool blitRenderTarget, bool blitDepthStencil)
2494{
2495 endScene();
2496
2497 if (blitRenderTarget)
2498 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002499 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2500 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2501 RenderTarget9 *readRenderTarget = NULL;
2502 RenderTarget9 *drawRenderTarget = NULL;
2503 IDirect3DSurface9* readSurface = NULL;
2504 IDirect3DSurface9* drawSurface = NULL;
2505
2506 if (readBuffer)
2507 {
2508 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2509 }
2510 if (drawBuffer)
2511 {
2512 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2513 }
2514
2515 if (readRenderTarget)
2516 {
2517 readSurface = readRenderTarget->getSurface();
2518 }
2519 if (drawRenderTarget)
2520 {
2521 drawSurface = drawRenderTarget->getSurface();
2522 }
2523
2524 if (!readSurface || !drawSurface)
2525 {
2526 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002527 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002528 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002529
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002530 RECT srcRect;
2531 srcRect.left = readRect.x;
2532 srcRect.right = readRect.x + readRect.width;
2533 srcRect.top = readRect.y;
2534 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002535
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002536 RECT dstRect;
2537 dstRect.left = drawRect.x;
2538 dstRect.right = drawRect.x + drawRect.width;
2539 dstRect.top = drawRect.y;
2540 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002541
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002542 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002543
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002544 readSurface->Release();
2545 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002546
2547 if (FAILED(result))
2548 {
2549 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2550 return false;
2551 }
2552 }
2553
2554 if (blitDepthStencil)
2555 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002556 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2557 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2558 RenderTarget9 *readDepthStencil = NULL;
2559 RenderTarget9 *drawDepthStencil = NULL;
2560 IDirect3DSurface9* readSurface = NULL;
2561 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002562
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002563 if (readBuffer)
2564 {
2565 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2566 }
2567 if (drawBuffer)
2568 {
2569 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2570 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002571
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002572 if (readDepthStencil)
2573 {
2574 readSurface = readDepthStencil->getSurface();
2575 }
2576 if (drawDepthStencil)
2577 {
2578 drawSurface = drawDepthStencil->getSurface();
2579 }
2580
2581 if (!readSurface || !drawSurface)
2582 {
2583 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002584 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002585 }
2586
2587 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2588
2589 readSurface->Release();
2590 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002591
2592 if (FAILED(result))
2593 {
2594 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2595 return false;
2596 }
2597 }
2598
2599 return true;
2600}
2601
2602void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2603 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2604{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002605 RenderTarget9 *renderTarget = NULL;
2606 IDirect3DSurface9 *surface = NULL;
2607 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2608
2609 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002611 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2612 }
2613
2614 if (renderTarget)
2615 {
2616 surface = renderTarget->getSurface();
2617 }
2618
2619 if (!surface)
2620 {
2621 // context must be lost
2622 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002623 }
2624
2625 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002626 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002627
2628 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2629 {
2630 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002631 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002632 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002633 }
2634
2635 HRESULT result;
2636 IDirect3DSurface9 *systemSurface = NULL;
2637 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2638 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2639 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2640 if (directToPixels)
2641 {
2642 // Use the pixels ptr as a shared handle to write directly into client's memory
2643 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2644 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2645 if (FAILED(result))
2646 {
2647 // Try again without the shared handle
2648 directToPixels = false;
2649 }
2650 }
2651
2652 if (!directToPixels)
2653 {
2654 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2655 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2656 if (FAILED(result))
2657 {
2658 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002659 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002660 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002661 }
2662 }
2663
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002664 result = mDevice->GetRenderTargetData(surface, systemSurface);
2665 surface->Release();
2666 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002667
2668 if (FAILED(result))
2669 {
2670 systemSurface->Release();
2671
2672 // It turns out that D3D will sometimes produce more error
2673 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002674 if (d3d9::isDeviceLostError(result))
2675 {
2676 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002677 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002678 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002679 else
2680 {
2681 UNREACHABLE();
2682 return;
2683 }
2684
2685 }
2686
2687 if (directToPixels)
2688 {
2689 systemSurface->Release();
2690 return;
2691 }
2692
2693 RECT rect;
2694 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2695 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2696 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2697 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2698
2699 D3DLOCKED_RECT lock;
2700 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2701
2702 if (FAILED(result))
2703 {
2704 UNREACHABLE();
2705 systemSurface->Release();
2706
2707 return; // No sensible error to generate
2708 }
2709
2710 unsigned char *dest = (unsigned char*)pixels;
2711 unsigned short *dest16 = (unsigned short*)pixels;
2712
2713 unsigned char *source;
2714 int inputPitch;
2715 if (packReverseRowOrder)
2716 {
2717 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2718 inputPitch = -lock.Pitch;
2719 }
2720 else
2721 {
2722 source = (unsigned char*)lock.pBits;
2723 inputPitch = lock.Pitch;
2724 }
2725
2726 unsigned int fastPixelSize = 0;
2727
2728 if (desc.Format == D3DFMT_A8R8G8B8 &&
2729 format == GL_BGRA_EXT &&
2730 type == GL_UNSIGNED_BYTE)
2731 {
2732 fastPixelSize = 4;
2733 }
2734 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2735 format == GL_BGRA_EXT &&
2736 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2737 (desc.Format == D3DFMT_A1R5G5B5 &&
2738 format == GL_BGRA_EXT &&
2739 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2740 {
2741 fastPixelSize = 2;
2742 }
2743 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2744 format == GL_RGBA &&
2745 type == GL_HALF_FLOAT_OES)
2746 {
2747 fastPixelSize = 8;
2748 }
2749 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2750 format == GL_RGBA &&
2751 type == GL_FLOAT)
2752 {
2753 fastPixelSize = 16;
2754 }
2755
2756 for (int j = 0; j < rect.bottom - rect.top; j++)
2757 {
2758 if (fastPixelSize != 0)
2759 {
2760 // Fast path for formats which require no translation:
2761 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2762 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2763 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2764 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2765 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2766 //
2767 // Note that buffers with no alpha go through the slow path below.
2768 memcpy(dest + j * outputPitch,
2769 source + j * inputPitch,
2770 (rect.right - rect.left) * fastPixelSize);
2771 continue;
2772 }
2773
2774 for (int i = 0; i < rect.right - rect.left; i++)
2775 {
2776 float r;
2777 float g;
2778 float b;
2779 float a;
2780
2781 switch (desc.Format)
2782 {
2783 case D3DFMT_R5G6B5:
2784 {
2785 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2786
2787 a = 1.0f;
2788 b = (rgb & 0x001F) * (1.0f / 0x001F);
2789 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2790 r = (rgb & 0xF800) * (1.0f / 0xF800);
2791 }
2792 break;
2793 case D3DFMT_A1R5G5B5:
2794 {
2795 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2796
2797 a = (argb & 0x8000) ? 1.0f : 0.0f;
2798 b = (argb & 0x001F) * (1.0f / 0x001F);
2799 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2800 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2801 }
2802 break;
2803 case D3DFMT_A8R8G8B8:
2804 {
2805 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2806
2807 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2808 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2809 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2810 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2811 }
2812 break;
2813 case D3DFMT_X8R8G8B8:
2814 {
2815 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2816
2817 a = 1.0f;
2818 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2819 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2820 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2821 }
2822 break;
2823 case D3DFMT_A2R10G10B10:
2824 {
2825 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2826
2827 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2828 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2829 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2830 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2831 }
2832 break;
2833 case D3DFMT_A32B32G32R32F:
2834 {
2835 // float formats in D3D are stored rgba, rather than the other way round
2836 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2837 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2838 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2839 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2840 }
2841 break;
2842 case D3DFMT_A16B16G16R16F:
2843 {
2844 // float formats in D3D are stored rgba, rather than the other way round
2845 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2846 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2847 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2848 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2849 }
2850 break;
2851 default:
2852 UNIMPLEMENTED(); // FIXME
2853 UNREACHABLE();
2854 return;
2855 }
2856
2857 switch (format)
2858 {
2859 case GL_RGBA:
2860 switch (type)
2861 {
2862 case GL_UNSIGNED_BYTE:
2863 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2864 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2865 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2866 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2867 break;
2868 default: UNREACHABLE();
2869 }
2870 break;
2871 case GL_BGRA_EXT:
2872 switch (type)
2873 {
2874 case GL_UNSIGNED_BYTE:
2875 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2876 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2877 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2878 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2879 break;
2880 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2881 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2882 // this type is packed as follows:
2883 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2884 // --------------------------------------------------------------------------------
2885 // | 4th | 3rd | 2nd | 1st component |
2886 // --------------------------------------------------------------------------------
2887 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2888 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2889 ((unsigned short)(15 * a + 0.5f) << 12)|
2890 ((unsigned short)(15 * r + 0.5f) << 8) |
2891 ((unsigned short)(15 * g + 0.5f) << 4) |
2892 ((unsigned short)(15 * b + 0.5f) << 0);
2893 break;
2894 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2895 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2896 // this type is packed as follows:
2897 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2898 // --------------------------------------------------------------------------------
2899 // | 4th | 3rd | 2nd | 1st component |
2900 // --------------------------------------------------------------------------------
2901 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2902 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2903 ((unsigned short)( a + 0.5f) << 15) |
2904 ((unsigned short)(31 * r + 0.5f) << 10) |
2905 ((unsigned short)(31 * g + 0.5f) << 5) |
2906 ((unsigned short)(31 * b + 0.5f) << 0);
2907 break;
2908 default: UNREACHABLE();
2909 }
2910 break;
2911 case GL_RGB:
2912 switch (type)
2913 {
2914 case GL_UNSIGNED_SHORT_5_6_5:
2915 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2916 ((unsigned short)(31 * b + 0.5f) << 0) |
2917 ((unsigned short)(63 * g + 0.5f) << 5) |
2918 ((unsigned short)(31 * r + 0.5f) << 11);
2919 break;
2920 case GL_UNSIGNED_BYTE:
2921 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2922 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2923 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2924 break;
2925 default: UNREACHABLE();
2926 }
2927 break;
2928 default: UNREACHABLE();
2929 }
2930 }
2931 }
2932
2933 systemSurface->UnlockRect();
2934
2935 systemSurface->Release();
2936}
2937
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002938RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2939{
2940 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2941 IDirect3DSurface9 *surface = NULL;
2942 if (depth)
2943 {
2944 surface = swapChain9->getDepthStencil();
2945 }
2946 else
2947 {
2948 surface = swapChain9->getRenderTarget();
2949 }
2950
2951 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2952
2953 return renderTarget;
2954}
2955
2956RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2957{
2958 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2959 return renderTarget;
2960}
2961
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002962ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002963{
2964 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002965
2966 switch (type)
2967 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002968 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002969 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002970 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002971 if (vshader)
2972 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002973 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002974 }
2975 }
2976 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002977 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002978 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002979 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002980 if (pshader)
2981 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002982 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002983 }
2984 }
2985 break;
2986 default:
2987 UNREACHABLE();
2988 break;
2989 }
2990
2991 return executable;
2992}
2993
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002994ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002995{
2996 const char *profile = NULL;
2997
2998 switch (type)
2999 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003000 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003001 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3002 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003003 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003004 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3005 break;
3006 default:
3007 UNREACHABLE();
3008 return NULL;
3009 }
3010
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00003011 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003012 if (!binary)
3013 return NULL;
3014
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003015 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003016 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003017
3018 return executable;
3019}
3020
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003021bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3022{
3023 return mBlit->boxFilter(source, dest);
3024}
3025
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003026D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003027{
3028 if (mD3d9Ex != NULL)
3029 {
3030 return D3DPOOL_DEFAULT;
3031 }
3032 else
3033 {
3034 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3035 {
3036 return D3DPOOL_MANAGED;
3037 }
3038 }
3039
3040 return D3DPOOL_DEFAULT;
3041}
3042
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003043bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3044{
3045 if (source && dest)
3046 {
3047 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003048
3049 if (fromManaged)
3050 {
3051 D3DSURFACE_DESC desc;
3052 source->GetDesc(&desc);
3053
3054 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003055 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003056
3057 if (SUCCEEDED(result))
3058 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003059 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003060 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003061 surf->Release();
3062 }
3063 }
3064 else
3065 {
3066 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003067 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003068 }
3069
3070 if (FAILED(result))
3071 {
3072 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3073 return false;
3074 }
3075 }
3076
3077 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003078}
3079
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003080Image *Renderer9::createImage()
3081{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003082 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003083}
3084
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003085void Renderer9::generateMipmap(Image *dest, Image *src)
3086{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003087 Image9 *src9 = Image9::makeImage9(src);
3088 Image9 *dst9 = Image9::makeImage9(dest);
3089 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003090}
3091
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003092TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3093{
3094 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3095 return new TextureStorage9_2D(this, swapChain9);
3096}
3097
3098TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3099{
3100 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3101}
3102
3103TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3104{
3105 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3106}
3107
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003108}