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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00008// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009
Geoff Lang2a64ee42013-05-31 11:22:40 -040010#include "common/utilities.h"
11
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000014#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000015#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000016#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000017#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000018#include "libGLESv2/renderer/IndexDataManager.h"
Geoff Langd47e0fc2013-08-29 11:40:43 -040019#include "libGLESv2/renderer/d3d9/Renderer9.h"
20#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
21#include "libGLESv2/renderer/d3d9/formatutils9.h"
22#include "libGLESv2/renderer/d3d9/ShaderExecutable9.h"
23#include "libGLESv2/renderer/d3d9/SwapChain9.h"
24#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
25#include "libGLESv2/renderer/d3d9/Image9.h"
26#include "libGLESv2/renderer/d3d9/Blit9.h"
27#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
28#include "libGLESv2/renderer/d3d9/VertexBuffer9.h"
29#include "libGLESv2/renderer/d3d9/IndexBuffer9.h"
30#include "libGLESv2/renderer/d3d9/BufferStorage9.h"
31#include "libGLESv2/renderer/d3d9/Query9.h"
32#include "libGLESv2/renderer/d3d9/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000033
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
Al Patrick3c6344e2013-09-23 14:57:00 -040036#include "third_party/trace_event/trace_event.h"
37
daniel@transgaming.com621ce052012-10-31 17:52:29 +000038// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
39#define REF_RAST 0
40
41// The "Debug This Pixel..." feature in PIX often fails when using the
42// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
43// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
44#if !defined(ANGLE_ENABLE_D3D9EX)
45// Enables use of the IDirect3D9Ex interface, when available
46#define ANGLE_ENABLE_D3D9EX 1
47#endif // !defined(ANGLE_ENABLE_D3D9EX)
48
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000049#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
50#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
51#endif
52
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000053const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
54const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
55
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000056namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000057{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_A1R5G5B5,
61 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
62 D3DFMT_A8R8G8B8,
63 D3DFMT_R5G6B5,
64 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
65 D3DFMT_X8R8G8B8
66 };
67
daniel@transgaming.com222ee082012-11-28 19:31:49 +000068static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000069 {
70 D3DFMT_UNKNOWN,
71 // D3DFMT_D16_LOCKABLE,
72 D3DFMT_D32,
73 // D3DFMT_D15S1,
74 D3DFMT_D24S8,
75 D3DFMT_D24X8,
76 // D3DFMT_D24X4S4,
77 D3DFMT_D16,
78 // D3DFMT_D32F_LOCKABLE,
79 // D3DFMT_D24FS8
80 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000081
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000082enum
83{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000084 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
85 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
86 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
87 MAX_VARYING_VECTORS_SM2 = 8,
88 MAX_VARYING_VECTORS_SM3 = 10,
89
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000090 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
91};
92
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000093Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000094{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000095 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000096
97 mD3d9 = NULL;
98 mD3d9Ex = NULL;
99 mDevice = NULL;
100 mDeviceEx = NULL;
101 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +0000102 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000103
104 mAdapter = D3DADAPTER_DEFAULT;
105
106 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
107 mDeviceType = D3DDEVTYPE_REF;
108 #else
109 mDeviceType = D3DDEVTYPE_HAL;
110 #endif
111
112 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000113
114 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000115
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000116 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000117
118 mVertexDataManager = NULL;
119 mIndexDataManager = NULL;
120 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000121
122 mMaxNullColorbufferLRU = 0;
123 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
124 {
125 mNullColorbufferCache[i].lruCount = 0;
126 mNullColorbufferCache[i].width = 0;
127 mNullColorbufferCache[i].height = 0;
128 mNullColorbufferCache[i].buffer = NULL;
129 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000130}
131
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000132Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000133{
134 if (mDevice)
135 {
136 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000137 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000138 {
139 resetDevice();
140 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000141 }
142
Jamie Madillb7935e52013-11-20 15:47:47 -0500143 deinitialize();
144}
145
146void Renderer9::deinitialize()
147{
148 releaseDeviceResources();
149
150 SafeRelease(mDevice);
Geoff Langea228632013-07-30 15:17:12 -0400151 SafeRelease(mDeviceEx);
152 SafeRelease(mD3d9);
Jamie Madillb7935e52013-11-20 15:47:47 -0500153 SafeRelease(mD3d9Ex);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000154
155 if (mDeviceWindow)
156 {
157 DestroyWindow(mDeviceWindow);
158 mDeviceWindow = NULL;
159 }
160
Geoff Langea228632013-07-30 15:17:12 -0400161 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000162}
163
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000164Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
165{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000166 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000167 return static_cast<rx::Renderer9*>(renderer);
168}
169
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000170EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000171{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000172 if (!initializeCompiler())
173 {
174 return EGL_NOT_INITIALIZED;
175 }
176
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000177 if (mSoftwareDevice)
178 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400179 TRACE_EVENT0("gpu", "GetModuleHandle_swiftshader");
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000180 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
181 }
182 else
183 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400184 TRACE_EVENT0("gpu", "GetModuleHandle_d3d9");
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000185 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
186 }
187
188 if (mD3d9Module == NULL)
189 {
190 ERR("No D3D9 module found - aborting!\n");
191 return EGL_NOT_INITIALIZED;
192 }
193
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000194 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
195 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
196
197 // Use Direct3D9Ex if available. Among other things, this version is less
198 // inclined to report a lost context, for example when the user switches
199 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
200 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
201 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400202 TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000203 ASSERT(mD3d9Ex);
204 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
205 ASSERT(mD3d9);
206 }
207 else
208 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400209 TRACE_EVENT0("gpu", "Direct3DCreate9");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000210 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
211 }
212
213 if (!mD3d9)
214 {
215 ERR("Could not create D3D9 device - aborting!\n");
216 return EGL_NOT_INITIALIZED;
217 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000218
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000219 if (mDc != NULL)
220 {
221 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
222 }
223
224 HRESULT result;
225
226 // Give up on getting device caps after about one second.
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000227 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400228 TRACE_EVENT0("gpu", "GetDeviceCaps");
229 for (int i = 0; i < 10; ++i)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000230 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400231 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
232 if (SUCCEEDED(result))
233 {
234 break;
235 }
236 else if (result == D3DERR_NOTAVAILABLE)
237 {
238 Sleep(100); // Give the driver some time to initialize/recover
239 }
240 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
241 {
242 ERR("failed to get device caps (0x%x)\n", result);
243 return EGL_NOT_INITIALIZED;
244 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000245 }
246 }
247
248 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
249 {
250 ERR("Renderer does not support PS 2.0. aborting!\n");
251 return EGL_NOT_INITIALIZED;
252 }
253
254 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
Jamie Madille83d1a92013-10-24 17:49:33 -0400255 // This is required by Texture2D::ensureRenderTarget.
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000256 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
257 {
258 ERR("Renderer does not support stretctrect from textures!\n");
259 return EGL_NOT_INITIALIZED;
260 }
261
Al Patrick3c6344e2013-09-23 14:57:00 -0400262 {
263 TRACE_EVENT0("gpu", "GetAdapterIdentifier");
264 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
265 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000266
267 // ATI cards on XP have problems with non-power-of-two textures.
268 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
269 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
270 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
271 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
272
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000273 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
274 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
275
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000276 mMinSwapInterval = 4;
277 mMaxSwapInterval = 0;
278
279 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
280 {
281 mMinSwapInterval = std::min(mMinSwapInterval, 0);
282 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
283 }
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 1);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 2);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 3);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 4);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
303 }
304
Geoff Lang61e49a52013-05-29 10:22:58 -0400305 mMaxSupportedSamples = 0;
306
307 const d3d9::D3DFormatSet &d3d9Formats = d3d9::GetAllUsedD3DFormats();
308 for (d3d9::D3DFormatSet::const_iterator i = d3d9Formats.begin(); i != d3d9Formats.end(); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000309 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400310 TRACE_EVENT0("gpu", "getMultiSampleSupport");
Geoff Lang61e49a52013-05-29 10:22:58 -0400311 MultisampleSupportInfo support = getMultiSampleSupport(*i);
312 mMultiSampleSupport[*i] = support;
313 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
daniel@transgaming.com92955622012-10-31 18:38:41 +0000314 }
315
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000316 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
317 static const TCHAR className[] = TEXT("STATIC");
318
Al Patrick3c6344e2013-09-23 14:57:00 -0400319 {
320 TRACE_EVENT0("gpu", "CreateWindowEx");
321 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
322 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000323
324 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
325 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
326
Al Patrick3c6344e2013-09-23 14:57:00 -0400327 {
328 TRACE_EVENT0("gpu", "D3d9_CreateDevice");
329 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
330 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000331 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
332 {
333 return EGL_BAD_ALLOC;
334 }
335
336 if (FAILED(result))
337 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400338 TRACE_EVENT0("gpu", "D3d9_CreateDevice2");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000339 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
340
341 if (FAILED(result))
342 {
343 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
344 return EGL_BAD_ALLOC;
345 }
346 }
347
348 if (mD3d9Ex)
349 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400350 TRACE_EVENT0("gpu", "mDevice_QueryInterface");
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000351 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
352 ASSERT(SUCCEEDED(result));
353 }
354
Al Patrick3c6344e2013-09-23 14:57:00 -0400355 {
356 TRACE_EVENT0("gpu", "ShaderCache initialize");
357 mVertexShaderCache.initialize(mDevice);
358 mPixelShaderCache.initialize(mDevice);
359 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000360
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000361 // Check occlusion query support
362 IDirect3DQuery9 *occlusionQuery = NULL;
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000363 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400364 TRACE_EVENT0("gpu", "device_CreateQuery");
365 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
366 {
367 SafeRelease(occlusionQuery);
368 mOcclusionQuerySupport = true;
369 }
370 else
371 {
372 mOcclusionQuerySupport = false;
373 }
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000374 }
375
376 // Check event query support
377 IDirect3DQuery9 *eventQuery = NULL;
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000378 {
Al Patrick3c6344e2013-09-23 14:57:00 -0400379 TRACE_EVENT0("gpu", "device_CreateQuery2");
380 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
381 {
382 SafeRelease(eventQuery);
383 mEventQuerySupport = true;
384 }
385 else
386 {
387 mEventQuerySupport = false;
388 }
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000389 }
390
391 D3DDISPLAYMODE currentDisplayMode;
392 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
393
394 // Check vertex texture support
395 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
396 // We test this using D3D9 by checking support for the R16F format.
397 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
398 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
399 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
400
Geoff Langd42cf4e2013-06-05 16:09:17 -0400401 // Check RGB565 texture support
402 mRGB565TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
403 D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5));
404
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000405 // Check depth texture support
406 // we use INTZ for depth textures in Direct3D9
407 // we also want NULL texture support to ensure the we can make depth-only FBOs
408 // see http://aras-p.info/texts/D3D9GPUHacks.html
409 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
410 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
411 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
412 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
413
414 // Check 32 bit floating point texture support
415 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
416 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
417 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
418 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
419
420 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
421 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
423 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
424
425 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
426 {
427 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
428 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
429 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
430 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
431 }
432 else
433 {
434 mFloat32TextureSupport = true;
435 }
436
437 // Check 16 bit floating point texture support
438 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
439 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
440 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
441 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
442
443 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
444 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
445 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
446 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
447
448 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
449 {
450 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
451 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
452 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
453 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
454 }
455 else
456 {
457 mFloat16TextureSupport = true;
458 }
459
Geoff Lang632192d2013-10-04 13:40:46 -0400460 D3DFORMAT rgTextureFormats[] =
461 {
462 D3DFMT_R16F,
463 D3DFMT_G16R16F,
464 D3DFMT_R32F,
465 D3DFMT_G32R32F,
466 };
467
468 mRGTextureSupport = true;
469 for (unsigned int i = 0; i < ArraySize(rgTextureFormats); i++)
470 {
471 D3DFORMAT fmt = rgTextureFormats[i];
472 mRGTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, fmt)) &&
473 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt)) &&
474 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, fmt)) &&
475 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, fmt));
476 }
477
478
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000479 // Check DXT texture support
480 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
481 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
482 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
483
484 // Check luminance[alpha] texture support
485 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
486 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
487
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000488 initializeDevice();
489
490 return EGL_SUCCESS;
491}
492
493// do any one-time device initialization
494// NOTE: this is also needed after a device lost/reset
495// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000496void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000497{
498 // Permanent non-default states
499 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
500 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
501
502 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
503 {
504 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
505 }
506 else
507 {
508 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
509 }
510
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000511 markAllStateDirty();
512
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000513 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000514
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000515 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
Geoff Langdce735c2013-06-04 10:21:18 -0400516 mBlit = new Blit9(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000517 mVertexDataManager = new rx::VertexDataManager(this);
518 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000519}
520
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000521D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000522{
523 D3DPRESENT_PARAMETERS presentParameters = {0};
524
525 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
526 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
527 presentParameters.BackBufferCount = 1;
528 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
529 presentParameters.BackBufferWidth = 1;
530 presentParameters.BackBufferHeight = 1;
531 presentParameters.EnableAutoDepthStencil = FALSE;
532 presentParameters.Flags = 0;
533 presentParameters.hDeviceWindow = mDeviceWindow;
534 presentParameters.MultiSampleQuality = 0;
535 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
536 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
537 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
538 presentParameters.Windowed = TRUE;
539
540 return presentParameters;
541}
542
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000543int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000544{
545 D3DDISPLAYMODE currentDisplayMode;
546 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
547
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000548 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
549 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000550 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
551 int numConfigs = 0;
552
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000553 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000554 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000555 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000556
557 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
558
559 if (SUCCEEDED(result))
560 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000561 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000562 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000563 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000564 HRESULT result = D3D_OK;
565
566 if(depthStencilFormat != D3DFMT_UNKNOWN)
567 {
568 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
569 }
570
571 if (SUCCEEDED(result))
572 {
573 if(depthStencilFormat != D3DFMT_UNKNOWN)
574 {
575 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
576 }
577
578 if (SUCCEEDED(result))
579 {
580 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000581 newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
582 newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000583 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
584 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000585 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000586
587 (*configDescList)[numConfigs++] = newConfig;
588 }
589 }
590 }
591 }
592 }
593
594 return numConfigs;
595}
596
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000597void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000598{
599 delete [] (configDescList);
600}
601
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000602void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000603{
604 if (!mSceneStarted)
605 {
606 long result = mDevice->BeginScene();
607 if (SUCCEEDED(result)) {
608 // This is defensive checking against the device being
609 // lost at unexpected times.
610 mSceneStarted = true;
611 }
612 }
613}
614
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000615void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000616{
617 if (mSceneStarted)
618 {
619 // EndScene can fail if the device was lost, for example due
620 // to a TDR during a draw call.
621 mDevice->EndScene();
622 mSceneStarted = false;
623 }
624}
625
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000626void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000627{
628 HRESULT result;
629
630 IDirect3DQuery9* query = allocateEventQuery();
631 if (!query)
632 {
633 return;
634 }
635
636 result = query->Issue(D3DISSUE_END);
637 ASSERT(SUCCEEDED(result));
638
639 do
640 {
641 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
642
643 if(block && result == S_FALSE)
644 {
645 // Keep polling, but allow other threads to do something useful first
646 Sleep(0);
647 // explicitly check for device loss
648 // some drivers seem to return S_FALSE even if the device is lost
649 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000650 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000651 {
652 result = D3DERR_DEVICELOST;
653 }
654 }
655 }
656 while(block && result == S_FALSE);
657
658 freeEventQuery(query);
659
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000660 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000661 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000662 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000663 }
664}
665
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000666SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
667{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000668 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000669}
670
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000671IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000672{
673 IDirect3DQuery9 *query = NULL;
674
675 if (mEventQueryPool.empty())
676 {
677 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
678 ASSERT(SUCCEEDED(result));
679 }
680 else
681 {
682 query = mEventQueryPool.back();
683 mEventQueryPool.pop_back();
684 }
685
686 return query;
687}
688
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000689void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000690{
691 if (mEventQueryPool.size() > 1000)
692 {
Geoff Langea228632013-07-30 15:17:12 -0400693 SafeRelease(query);
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000694 }
695 else
696 {
697 mEventQueryPool.push_back(query);
698 }
699}
700
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000701IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000702{
703 return mVertexShaderCache.create(function, length);
704}
705
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000706IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000707{
708 return mPixelShaderCache.create(function, length);
709}
710
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000711HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
712{
713 D3DPOOL Pool = getBufferPool(Usage);
714 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
715}
716
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000717VertexBuffer *Renderer9::createVertexBuffer()
718{
719 return new VertexBuffer9(this);
720}
721
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000722HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
723{
724 D3DPOOL Pool = getBufferPool(Usage);
725 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
726}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000727
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000728IndexBuffer *Renderer9::createIndexBuffer()
729{
730 return new IndexBuffer9(this);
731}
732
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000733BufferStorage *Renderer9::createBufferStorage()
734{
735 return new BufferStorage9();
736}
737
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000738QueryImpl *Renderer9::createQuery(GLenum type)
739{
740 return new Query9(this, type);
741}
742
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000743FenceImpl *Renderer9::createFence()
744{
745 return new Fence9(this);
746}
747
Geoff Lang005df412013-10-16 14:12:50 -0400748bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
Jamie Madill0e0510f2013-10-10 15:46:23 -0400749{
750 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
751 return false;
752}
753
Jamie Madilla21eea32013-09-18 14:36:25 -0400754bool Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
755 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
756{
757 // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
758 UNREACHABLE();
759 return false;
760}
761
Geoff Lange2e0ce02013-09-17 17:05:08 -0400762void Renderer9::generateSwizzle(gl::Texture *texture)
763{
764 // Swizzled textures are not available in ES2 or D3D9
765 UNREACHABLE();
766}
767
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000768void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000769{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000770 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
771 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000772
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000773 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000774 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000775 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
776 int d3dSampler = index + d3dSamplerOffset;
777
778 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
779 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
780
781 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
782 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
783 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
784 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
785 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
786 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
787 if (mSupportsTextureFilterAnisotropy)
788 {
789 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
790 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000791 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000792
793 forceSetSamplers[index] = false;
794 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000795}
796
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000797void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000798{
799 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
800 int d3dSampler = index + d3dSamplerOffset;
801 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000802 unsigned int serial = 0;
803 bool forceSetTexture = false;
804
805 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000806
807 if (texture)
808 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000809 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000810 if (texStorage)
811 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000812 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000813 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000814 }
815 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000816 // in the texture class and we're unexpectedly missing the d3d texture
817 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000818
819 serial = texture->getTextureSerial();
820 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000821 }
822
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000823 if (forceSetTexture || appliedSerials[index] != serial)
824 {
825 mDevice->SetTexture(d3dSampler, d3dTexture);
826 }
827
828 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000829}
830
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000831bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
832{
833 // No effect in ES2/D3D9
834 return true;
835}
836
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000837void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000838{
839 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000840
841 if (rasterStateChanged)
842 {
843 // Set the cull mode
844 if (rasterState.cullFace)
845 {
846 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
847 }
848 else
849 {
850 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
851 }
852
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000853 if (rasterState.polygonOffsetFill)
854 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000855 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000856 {
857 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
858
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000859 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000860 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
861 }
862 }
863 else
864 {
865 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
866 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
867 }
868
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000869 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000870 }
871
872 mForceSetRasterState = false;
873}
874
Geoff Lang2a64ee42013-05-31 11:22:40 -0400875void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000876{
877 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
Geoff Lang2a64ee42013-05-31 11:22:40 -0400878 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000879 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
880
881 if (blendStateChanged || blendColorChanged)
882 {
883 if (blendState.blend)
884 {
885 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
886
887 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
888 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
889 {
890 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
891 }
892 else
893 {
894 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
895 gl::unorm<8>(blendColor.alpha),
896 gl::unorm<8>(blendColor.alpha),
897 gl::unorm<8>(blendColor.alpha)));
898 }
899
900 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
901 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
902 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
903
904 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
905 blendState.destBlendRGB != blendState.destBlendAlpha ||
906 blendState.blendEquationRGB != blendState.blendEquationAlpha)
907 {
908 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
909
910 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
911 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
912 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
913 }
914 else
915 {
916 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
917 }
918 }
919 else
920 {
921 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
922 }
923
924 if (blendState.sampleAlphaToCoverage)
925 {
926 FIXME("Sample alpha to coverage is unimplemented.");
927 }
928
929 // Set the color mask
930 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
931 // Apparently some ATI cards have a bug where a draw with a zero color
932 // write mask can cause later draws to have incorrect results. Instead,
933 // set a nonzero color write mask but modify the blend state so that no
934 // drawing is done.
935 // http://code.google.com/p/angleproject/issues/detail?id=169
936
937 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
938 blendState.colorMaskBlue, blendState.colorMaskAlpha);
939 if (colorMask == 0 && !zeroColorMaskAllowed)
940 {
941 // Enable green channel, but set blending so nothing will be drawn.
942 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
943 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
944
945 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
946 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
947 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
948 }
949 else
950 {
951 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
952 }
953
954 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
955
956 mCurBlendState = blendState;
957 mCurBlendColor = blendColor;
958 }
959
960 if (sampleMaskChanged)
961 {
962 // Set the multisample mask
963 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
964 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
965
966 mCurSampleMask = sampleMask;
967 }
968
969 mForceSetBlendState = false;
970}
971
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000972void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000973 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974{
975 bool depthStencilStateChanged = mForceSetDepthStencilState ||
976 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000977 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
978 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000979 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000980
981 if (depthStencilStateChanged)
982 {
983 if (depthStencilState.depthTest)
984 {
985 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
986 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
987 }
988 else
989 {
990 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
991 }
992
993 mCurDepthStencilState = depthStencilState;
994 }
995
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000996 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000997 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000998 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000999 {
1000 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1001 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
1002
1003 // FIXME: Unsupported by D3D9
1004 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
1005 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
1006 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
1007 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001008 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001009 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
1010 {
1011 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 +00001012 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001013 }
1014
1015 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001016 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001017
1018 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1019 depthStencilState.stencilWritemask);
1020 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1021 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
1022
1023 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001024 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001025 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1026 depthStencilState.stencilMask);
1027
1028 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1029 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
1030 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1031 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
1032 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1033 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
1034
1035 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1036 depthStencilState.stencilBackWritemask);
1037 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1038 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1039
1040 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001041 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001042 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1043 depthStencilState.stencilBackMask);
1044
1045 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1046 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1047 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1048 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1049 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1050 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1051 }
1052 else
1053 {
1054 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1055 }
1056
1057 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1058
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001059 mCurStencilRef = stencilRef;
1060 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001061 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001062 }
1063
1064 mForceSetDepthStencilState = false;
1065}
1066
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001067void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001068{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001069 bool scissorChanged = mForceSetScissor ||
1070 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1071 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001072
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001073 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001074 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001075 if (enabled)
1076 {
1077 RECT rect;
1078 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1079 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1080 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1081 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1082 mDevice->SetScissorRect(&rect);
1083 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001084
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001085 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1086
1087 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001088 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001089 }
1090
1091 mForceSetScissor = false;
1092}
1093
daniel@transgaming.com12985182012-12-20 20:56:31 +00001094bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001095 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001096{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001097 gl::Rectangle actualViewport = viewport;
1098 float actualZNear = gl::clamp01(zNear);
1099 float actualZFar = gl::clamp01(zFar);
1100 if (ignoreViewport)
1101 {
1102 actualViewport.x = 0;
1103 actualViewport.y = 0;
1104 actualViewport.width = mRenderTargetDesc.width;
1105 actualViewport.height = mRenderTargetDesc.height;
1106 actualZNear = 0.0f;
1107 actualZFar = 1.0f;
1108 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001109
1110 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001111 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1112 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1113 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1114 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1115 dxViewport.MinZ = actualZNear;
1116 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001117
1118 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1119 {
1120 return false; // Nothing to render
1121 }
1122
Geoff Langde14d602013-08-14 12:28:33 -04001123 float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
1124
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001125 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
Geoff Langde14d602013-08-14 12:28:33 -04001126 actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001127 if (viewportChanged)
1128 {
1129 mDevice->SetViewport(&dxViewport);
1130
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001131 mCurViewport = actualViewport;
1132 mCurNear = actualZNear;
1133 mCurFar = actualZFar;
Geoff Langde14d602013-08-14 12:28:33 -04001134 mCurDepthFront = depthFront;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001135
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001136 dx_VertexConstants vc = {0};
1137 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001138
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001139 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1140 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1141 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1142 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001143
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001144 pc.viewCoords[0] = actualViewport.width * 0.5f;
1145 pc.viewCoords[1] = actualViewport.height * 0.5f;
1146 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1147 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001148
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001149 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1150 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
Geoff Langde14d602013-08-14 12:28:33 -04001151 pc.depthFront[2] = depthFront;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001152
1153 vc.depthRange[0] = actualZNear;
1154 vc.depthRange[1] = actualZFar;
1155 vc.depthRange[2] = actualZFar - actualZNear;
1156
1157 pc.depthRange[0] = actualZNear;
1158 pc.depthRange[1] = actualZFar;
1159 pc.depthRange[2] = actualZFar - actualZNear;
1160
1161 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1162 {
1163 mVertexConstants = vc;
1164 mDxUniformsDirty = true;
1165 }
1166
1167 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1168 {
1169 mPixelConstants = pc;
1170 mDxUniformsDirty = true;
1171 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001172 }
1173
1174 mForceSetViewport = false;
1175 return true;
1176}
1177
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001178bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1179{
1180 switch (mode)
1181 {
1182 case GL_POINTS:
1183 mPrimitiveType = D3DPT_POINTLIST;
1184 mPrimitiveCount = count;
1185 break;
1186 case GL_LINES:
1187 mPrimitiveType = D3DPT_LINELIST;
1188 mPrimitiveCount = count / 2;
1189 break;
1190 case GL_LINE_LOOP:
1191 mPrimitiveType = D3DPT_LINESTRIP;
1192 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1193 break;
1194 case GL_LINE_STRIP:
1195 mPrimitiveType = D3DPT_LINESTRIP;
1196 mPrimitiveCount = count - 1;
1197 break;
1198 case GL_TRIANGLES:
1199 mPrimitiveType = D3DPT_TRIANGLELIST;
1200 mPrimitiveCount = count / 3;
1201 break;
1202 case GL_TRIANGLE_STRIP:
1203 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1204 mPrimitiveCount = count - 2;
1205 break;
1206 case GL_TRIANGLE_FAN:
1207 mPrimitiveType = D3DPT_TRIANGLEFAN;
1208 mPrimitiveCount = count - 2;
1209 break;
1210 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001211 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001212 }
1213
1214 return mPrimitiveCount > 0;
1215}
1216
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001217
1218gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1219{
1220 if (!depthbuffer)
1221 {
1222 ERR("Unexpected null depthbuffer for depth-only FBO.");
1223 return NULL;
1224 }
1225
1226 GLsizei width = depthbuffer->getWidth();
1227 GLsizei height = depthbuffer->getHeight();
1228
1229 // search cached nullcolorbuffers
1230 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1231 {
1232 if (mNullColorbufferCache[i].buffer != NULL &&
1233 mNullColorbufferCache[i].width == width &&
1234 mNullColorbufferCache[i].height == height)
1235 {
1236 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1237 return mNullColorbufferCache[i].buffer;
1238 }
1239 }
1240
1241 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1242
1243 // add nullbuffer to the cache
1244 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1245 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1246 {
1247 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1248 {
1249 oldest = &mNullColorbufferCache[i];
1250 }
1251 }
1252
1253 delete oldest->buffer;
1254 oldest->buffer = nullbuffer;
1255 oldest->lruCount = ++mMaxNullColorbufferLRU;
1256 oldest->width = width;
1257 oldest->height = height;
1258
1259 return nullbuffer;
1260}
1261
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001262bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001263{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001264 // if there is no color attachment we must synthesize a NULL colorattachment
1265 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1266 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001267 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001268 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001269 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001270 }
1271 else
1272 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001273 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001274 }
1275 if (!renderbufferObject)
1276 {
1277 ERR("unable to locate renderbuffer for FBO.");
1278 return false;
1279 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001280
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001281 bool renderTargetChanged = false;
1282 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1283 if (renderTargetSerial != mAppliedRenderTargetSerial)
1284 {
1285 // Apply the render target on the device
1286 IDirect3DSurface9 *renderTargetSurface = NULL;
1287
1288 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1289 if (renderTarget)
1290 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001291 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001292 }
1293
1294 if (!renderTargetSurface)
1295 {
1296 ERR("render target pointer unexpectedly null.");
1297 return false; // Context must be lost
1298 }
1299
1300 mDevice->SetRenderTarget(0, renderTargetSurface);
Geoff Langea228632013-07-30 15:17:12 -04001301 SafeRelease(renderTargetSurface);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001302
1303 mAppliedRenderTargetSerial = renderTargetSerial;
1304 renderTargetChanged = true;
1305 }
1306
1307 gl::Renderbuffer *depthStencil = NULL;
1308 unsigned int depthbufferSerial = 0;
1309 unsigned int stencilbufferSerial = 0;
1310 if (framebuffer->getDepthbufferType() != GL_NONE)
1311 {
1312 depthStencil = framebuffer->getDepthbuffer();
1313 if (!depthStencil)
1314 {
1315 ERR("Depth stencil pointer unexpectedly null.");
1316 return false;
1317 }
1318
1319 depthbufferSerial = depthStencil->getSerial();
1320 }
1321 else if (framebuffer->getStencilbufferType() != GL_NONE)
1322 {
1323 depthStencil = framebuffer->getStencilbuffer();
1324 if (!depthStencil)
1325 {
1326 ERR("Depth stencil pointer unexpectedly null.");
1327 return false;
1328 }
1329
1330 stencilbufferSerial = depthStencil->getSerial();
1331 }
1332
1333 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1334 stencilbufferSerial != mAppliedStencilbufferSerial ||
1335 !mDepthStencilInitialized)
1336 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001337 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001338 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001339
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001340 // Apply the depth stencil on the device
1341 if (depthStencil)
1342 {
1343 IDirect3DSurface9 *depthStencilSurface = NULL;
1344 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1345
1346 if (depthStencilRenderTarget)
1347 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001348 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001349 }
1350
1351 if (!depthStencilSurface)
1352 {
1353 ERR("depth stencil pointer unexpectedly null.");
1354 return false; // Context must be lost
1355 }
1356
1357 mDevice->SetDepthStencilSurface(depthStencilSurface);
Geoff Langea228632013-07-30 15:17:12 -04001358 SafeRelease(depthStencilSurface);
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001359
1360 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001361 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001362 }
1363 else
1364 {
1365 mDevice->SetDepthStencilSurface(NULL);
1366 }
1367
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001368 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1369 {
1370 mCurDepthSize = depthSize;
1371 mForceSetRasterState = true;
1372 }
1373
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001374 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1375 {
1376 mCurStencilSize = stencilSize;
1377 mForceSetDepthStencilState = true;
1378 }
1379
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001380 mAppliedDepthbufferSerial = depthbufferSerial;
1381 mAppliedStencilbufferSerial = stencilbufferSerial;
1382 mDepthStencilInitialized = true;
1383 }
1384
1385 if (renderTargetChanged || !mRenderTargetDescInitialized)
1386 {
1387 mForceSetScissor = true;
1388 mForceSetViewport = true;
1389
1390 mRenderTargetDesc.width = renderbufferObject->getWidth();
1391 mRenderTargetDesc.height = renderbufferObject->getHeight();
1392 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1393 mRenderTargetDescInitialized = true;
1394 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001395
1396 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001397}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001398
Jamie Madill57a89722013-07-02 11:57:03 -04001399GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001400 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001401{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001402 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001403 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001404 if (err != GL_NO_ERROR)
1405 {
1406 return err;
1407 }
1408
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001409 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1410}
1411
1412// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001413GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001414{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001415 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001416
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001417 if (err == GL_NO_ERROR)
1418 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001419 // Directly binding the storage buffer is not supported for d3d9
1420 ASSERT(indexInfo->storage == NULL);
1421
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001422 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001423 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001424 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1425
1426 mDevice->SetIndices(indexBuffer->getBuffer());
1427 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001428 }
1429 }
1430
1431 return err;
1432}
1433
1434void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1435{
1436 startScene();
1437
1438 if (mode == GL_LINE_LOOP)
1439 {
1440 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1441 }
1442 else if (instances > 0)
1443 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001444 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445 if (countingIB)
1446 {
1447 if (mAppliedIBSerial != countingIB->getSerial())
1448 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001449 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1450
1451 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001452 mAppliedIBSerial = countingIB->getSerial();
1453 }
1454
1455 for (int i = 0; i < mRepeatDraw; i++)
1456 {
1457 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1458 }
1459 }
1460 else
1461 {
1462 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001463 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001464 }
1465 }
1466 else // Regular case
1467 {
1468 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1469 }
1470}
1471
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001472void 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 +00001473{
1474 startScene();
1475
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001476 if (mode == GL_POINTS)
1477 {
1478 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1479 }
1480 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001481 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001482 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001483 }
1484 else
1485 {
1486 for (int i = 0; i < mRepeatDraw; i++)
1487 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001488 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1489 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001490 }
1491 }
1492}
1493
1494void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1495{
1496 // Get the raw indices for an indexed draw
1497 if (type != GL_NONE && elementArrayBuffer)
1498 {
1499 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001500 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001501 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001502 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001503 }
1504
Geoff Langa36ead42013-08-02 11:54:08 -04001505 unsigned int startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001506
1507 if (get32BitIndexSupport())
1508 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001509 if (!mLineLoopIB)
1510 {
1511 mLineLoopIB = new StreamingIndexBufferInterface(this);
1512 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1513 {
1514 delete mLineLoopIB;
1515 mLineLoopIB = NULL;
1516
1517 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001518 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001519 }
1520 }
1521
Geoff Lang57e713e2013-07-31 17:01:58 -04001522 // Checked by Renderer9::applyPrimitiveType
1523 ASSERT(count >= 0);
1524
1525 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001526 {
1527 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1528 return gl::error(GL_OUT_OF_MEMORY);
1529 }
1530
Geoff Lang57e713e2013-07-31 17:01:58 -04001531 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001532 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001533 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001534 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001535 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001536 }
1537
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001538 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001539 unsigned int offset = 0;
1540 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001541 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001542 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001543 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001545
Geoff Langa36ead42013-08-02 11:54:08 -04001546 startIndex = static_cast<unsigned int>(offset) / 4;
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001547 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1548
1549 switch (type)
1550 {
1551 case GL_NONE: // Non-indexed draw
1552 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001553 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001555 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 data[count] = 0;
1557 break;
1558 case GL_UNSIGNED_BYTE:
1559 for (int i = 0; i < count; i++)
1560 {
1561 data[i] = static_cast<const GLubyte*>(indices)[i];
1562 }
1563 data[count] = static_cast<const GLubyte*>(indices)[0];
1564 break;
1565 case GL_UNSIGNED_SHORT:
1566 for (int i = 0; i < count; i++)
1567 {
1568 data[i] = static_cast<const GLushort*>(indices)[i];
1569 }
1570 data[count] = static_cast<const GLushort*>(indices)[0];
1571 break;
1572 case GL_UNSIGNED_INT:
1573 for (int i = 0; i < count; i++)
1574 {
1575 data[i] = static_cast<const GLuint*>(indices)[i];
1576 }
1577 data[count] = static_cast<const GLuint*>(indices)[0];
1578 break;
1579 default: UNREACHABLE();
1580 }
1581
1582 if (!mLineLoopIB->unmapBuffer())
1583 {
1584 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001585 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001586 }
1587 }
1588 else
1589 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001590 if (!mLineLoopIB)
1591 {
1592 mLineLoopIB = new StreamingIndexBufferInterface(this);
1593 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1594 {
1595 delete mLineLoopIB;
1596 mLineLoopIB = NULL;
1597
1598 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001599 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001600 }
1601 }
1602
Geoff Lang57e713e2013-07-31 17:01:58 -04001603 // Checked by Renderer9::applyPrimitiveType
1604 ASSERT(count >= 0);
1605
1606 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
Geoff Langeadfd572013-07-09 15:55:07 -04001607 {
1608 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1609 return gl::error(GL_OUT_OF_MEMORY);
1610 }
1611
Geoff Lang57e713e2013-07-31 17:01:58 -04001612 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001613 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001614 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001615 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001616 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001617 }
1618
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001619 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001620 unsigned int offset;
1621 if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001622 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001623 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001624 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001625 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001626
Geoff Langa36ead42013-08-02 11:54:08 -04001627 startIndex = static_cast<unsigned int>(offset) / 2;
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001628 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1629
1630 switch (type)
1631 {
1632 case GL_NONE: // Non-indexed draw
1633 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001634 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001635 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001636 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001637 data[count] = 0;
1638 break;
1639 case GL_UNSIGNED_BYTE:
1640 for (int i = 0; i < count; i++)
1641 {
1642 data[i] = static_cast<const GLubyte*>(indices)[i];
1643 }
1644 data[count] = static_cast<const GLubyte*>(indices)[0];
1645 break;
1646 case GL_UNSIGNED_SHORT:
1647 for (int i = 0; i < count; i++)
1648 {
1649 data[i] = static_cast<const GLushort*>(indices)[i];
1650 }
1651 data[count] = static_cast<const GLushort*>(indices)[0];
1652 break;
1653 case GL_UNSIGNED_INT:
1654 for (int i = 0; i < count; i++)
1655 {
1656 data[i] = static_cast<const GLuint*>(indices)[i];
1657 }
1658 data[count] = static_cast<const GLuint*>(indices)[0];
1659 break;
1660 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001661 }
1662
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001663 if (!mLineLoopIB->unmapBuffer())
1664 {
1665 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001666 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001667 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001668 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001669
1670 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001671 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001672 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1673
1674 mDevice->SetIndices(indexBuffer->getBuffer());
1675 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001676 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001677
1678 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001679}
1680
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001681template <typename T>
1682static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1683{
1684 for (int i = 0; i < count; i++)
1685 {
1686 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1687 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1688 }
1689}
1690
1691void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1692{
1693 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1694 // for each individual point. This call is not expected to happen often.
1695
1696 if (elementArrayBuffer)
1697 {
1698 BufferStorage *storage = elementArrayBuffer->getStorage();
1699 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1700 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1701 }
1702
1703 switch (type)
1704 {
1705 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1706 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1707 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1708 default: UNREACHABLE();
1709 }
1710}
1711
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001712void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1713{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001714 unsigned int programBinarySerial = programBinary->getSerial();
1715 if (programBinarySerial != mAppliedProgramBinarySerial)
1716 {
1717 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1718 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001719
daniel@transgaming.come4991412012-12-20 20:55:34 +00001720 IDirect3DVertexShader9 *vertexShader = NULL;
1721 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001722
daniel@transgaming.come4991412012-12-20 20:55:34 +00001723 IDirect3DPixelShader9 *pixelShader = NULL;
1724 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001725
daniel@transgaming.come4991412012-12-20 20:55:34 +00001726 mDevice->SetPixelShader(pixelShader);
1727 mDevice->SetVertexShader(vertexShader);
1728 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001729 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001730
1731 mAppliedProgramBinarySerial = programBinarySerial;
1732 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001733}
1734
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001735void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001736{
1737 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1738 {
1739 gl::Uniform *targetUniform = *ub;
1740
1741 if (targetUniform->dirty)
1742 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001743 GLfloat *f = (GLfloat*)targetUniform->data;
1744 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001745
1746 switch (targetUniform->type)
1747 {
1748 case GL_SAMPLER_2D:
1749 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001750 break;
1751 case GL_BOOL:
1752 case GL_BOOL_VEC2:
1753 case GL_BOOL_VEC3:
1754 case GL_BOOL_VEC4:
1755 applyUniformnbv(targetUniform, i);
1756 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001757 case GL_FLOAT:
1758 case GL_FLOAT_VEC2:
1759 case GL_FLOAT_VEC3:
1760 case GL_FLOAT_VEC4:
1761 case GL_FLOAT_MAT2:
1762 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001763 case GL_FLOAT_MAT4:
1764 applyUniformnfv(targetUniform, f);
1765 break;
1766 case GL_INT:
1767 case GL_INT_VEC2:
1768 case GL_INT_VEC3:
1769 case GL_INT_VEC4:
1770 applyUniformniv(targetUniform, i);
1771 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001772 default:
1773 UNREACHABLE();
1774 }
1775
1776 targetUniform->dirty = false;
1777 }
1778 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001779
1780 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001781 if (mDxUniformsDirty)
1782 {
1783 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1784 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1785 mDxUniformsDirty = false;
1786 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001787}
1788
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001789void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001790{
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001791 if (targetUniform->isReferencedByFragmentShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001792 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001793 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001794 }
1795
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001796 if (targetUniform->isReferencedByVertexShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001797 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001798 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001799 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001800}
1801
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001802void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001803{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001804 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1805 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001806
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001807 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001808 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001809 vector[i][0] = (GLfloat)v[4 * i + 0];
1810 vector[i][1] = (GLfloat)v[4 * i + 1];
1811 vector[i][2] = (GLfloat)v[4 * i + 2];
1812 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001813 }
1814
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001815 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001816}
1817
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001818void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001819{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001820 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1821 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001822
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001823 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001824 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001825 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1826 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1827 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1828 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001829 }
1830
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001831 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001832}
1833
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001834void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001835{
Geoff Langda507fe2013-08-20 12:01:42 -04001836 if (clearParams.colorClearType != GL_FLOAT)
1837 {
1838 // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
1839 UNREACHABLE();
1840 return;
1841 }
1842
1843 bool clearColor = clearParams.clearColor[0];
1844 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
1845 {
1846 if (clearParams.clearColor[i] != clearColor)
1847 {
1848 // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
1849 UNREACHABLE();
1850 return;
1851 }
1852 }
1853
1854 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorFClearValue.alpha),
1855 gl::unorm<8>(clearParams.colorFClearValue.red),
1856 gl::unorm<8>(clearParams.colorFClearValue.green),
1857 gl::unorm<8>(clearParams.colorFClearValue.blue));
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001858 float depth = gl::clamp01(clearParams.depthClearValue);
1859 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001860
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001861 unsigned int stencilUnmasked = 0x0;
Geoff Langda507fe2013-08-20 12:01:42 -04001862 if (clearParams.clearStencil && frameBuffer->hasStencil())
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001863 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001864 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1865 getCurrentClientVersion());
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001866 stencilUnmasked = (0x1 << stencilSize) - 1;
1867 }
1868
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001869 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1870 clearParams.colorMaskAlpha;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001871
Geoff Langda507fe2013-08-20 12:01:42 -04001872 const bool needMaskedStencilClear = clearParams.clearStencil &&
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001873 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
Geoff Langda507fe2013-08-20 12:01:42 -04001874 const bool needMaskedColorClear = clearColor && !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1875 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001876
1877 if (needMaskedColorClear || needMaskedStencilClear)
1878 {
1879 // State which is altered in all paths from this point to the clear call is saved.
1880 // State which is altered in only some paths will be flagged dirty in the case that
1881 // that path is taken.
1882 HRESULT hr;
1883 if (mMaskedClearSavedState == NULL)
1884 {
1885 hr = mDevice->BeginStateBlock();
1886 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1887
1888 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1889 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1890 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1891 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1892 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1893 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1894 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1895 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1896 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1897 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1898 mDevice->SetPixelShader(NULL);
1899 mDevice->SetVertexShader(NULL);
1900 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1901 mDevice->SetStreamSource(0, NULL, 0, 0);
1902 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1903 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1904 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1905 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1906 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1907 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1908 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1909
1910 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1911 {
1912 mDevice->SetStreamSourceFreq(i, 1);
1913 }
1914
1915 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1916 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1917 }
1918
1919 ASSERT(mMaskedClearSavedState != NULL);
1920
1921 if (mMaskedClearSavedState != NULL)
1922 {
1923 hr = mMaskedClearSavedState->Capture();
1924 ASSERT(SUCCEEDED(hr));
1925 }
1926
1927 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1928 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1929 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1930 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1931 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1932 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1933 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1934 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1935
Geoff Langda507fe2013-08-20 12:01:42 -04001936 if (clearColor)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001937 {
1938 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1939 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1940 clearParams.colorMaskGreen,
1941 clearParams.colorMaskBlue,
1942 clearParams.colorMaskAlpha));
1943 }
1944 else
1945 {
1946 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1947 }
1948
Geoff Langda507fe2013-08-20 12:01:42 -04001949 if (stencilUnmasked != 0x0 && clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001950 {
1951 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1952 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1953 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1954 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1955 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1956 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1957 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1958 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1959 }
1960 else
1961 {
1962 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1963 }
1964
1965 mDevice->SetPixelShader(NULL);
1966 mDevice->SetVertexShader(NULL);
1967 mDevice->SetFVF(D3DFVF_XYZRHW);
1968 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1969 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1970 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1971 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1972 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1973 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1974 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1975
1976 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1977 {
1978 mDevice->SetStreamSourceFreq(i, 1);
1979 }
1980
1981 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1982 quad[0][0] = -0.5f;
1983 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1984 quad[0][2] = 0.0f;
1985 quad[0][3] = 1.0f;
1986
1987 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1988 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1989 quad[1][2] = 0.0f;
1990 quad[1][3] = 1.0f;
1991
1992 quad[2][0] = -0.5f;
1993 quad[2][1] = -0.5f;
1994 quad[2][2] = 0.0f;
1995 quad[2][3] = 1.0f;
1996
1997 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1998 quad[3][1] = -0.5f;
1999 quad[3][2] = 0.0f;
2000 quad[3][3] = 1.0f;
2001
2002 startScene();
2003 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
2004
Geoff Langda507fe2013-08-20 12:01:42 -04002005 if (clearParams.clearDepth)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002006 {
2007 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2008 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
2009 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
2010 }
2011
2012 if (mMaskedClearSavedState != NULL)
2013 {
2014 mMaskedClearSavedState->Apply();
2015 }
2016 }
Geoff Langda507fe2013-08-20 12:01:42 -04002017 else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002018 {
2019 DWORD dxClearFlags = 0;
Geoff Langda507fe2013-08-20 12:01:42 -04002020 if (clearColor)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002021 {
2022 dxClearFlags |= D3DCLEAR_TARGET;
2023 }
Geoff Langda507fe2013-08-20 12:01:42 -04002024 if (clearParams.clearDepth)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002025 {
2026 dxClearFlags |= D3DCLEAR_ZBUFFER;
2027 }
Geoff Langda507fe2013-08-20 12:01:42 -04002028 if (clearParams.clearStencil)
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002029 {
2030 dxClearFlags |= D3DCLEAR_STENCIL;
2031 }
2032
2033 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
2034 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00002035}
2036
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002037void Renderer9::markAllStateDirty()
2038{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00002039 mAppliedRenderTargetSerial = 0;
2040 mAppliedDepthbufferSerial = 0;
2041 mAppliedStencilbufferSerial = 0;
2042 mDepthStencilInitialized = false;
2043 mRenderTargetDescInitialized = false;
2044
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002045 mForceSetDepthStencilState = true;
2046 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002047 mForceSetScissor = true;
2048 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00002049 mForceSetBlendState = true;
2050
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002051 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00002052 {
2053 mForceSetVertexSamplerStates[i] = true;
2054 mCurVertexTextureSerials[i] = 0;
2055 }
2056 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
2057 {
2058 mForceSetPixelSamplerStates[i] = true;
2059 mCurPixelTextureSerials[i] = 0;
2060 }
2061
daniel@transgaming.com9a067372012-12-20 20:55:24 +00002062 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00002063 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00002064 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002065
2066 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00002067}
2068
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002069void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002070{
Geoff Langea228632013-07-30 15:17:12 -04002071 for (size_t i = 0; i < mEventQueryPool.size(); i++)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002072 {
Geoff Langea228632013-07-30 15:17:12 -04002073 SafeRelease(mEventQueryPool[i]);
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002074 }
Geoff Langea228632013-07-30 15:17:12 -04002075 mEventQueryPool.clear();
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002076
Geoff Langea228632013-07-30 15:17:12 -04002077 SafeRelease(mMaskedClearSavedState);
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002078
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002079 mVertexShaderCache.clear();
2080 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002081
Geoff Langea228632013-07-30 15:17:12 -04002082 SafeDelete(mBlit);
2083 SafeDelete(mVertexDataManager);
2084 SafeDelete(mIndexDataManager);
2085 SafeDelete(mLineLoopIB);
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002086
2087 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2088 {
Geoff Langea228632013-07-30 15:17:12 -04002089 SafeDelete(mNullColorbufferCache[i].buffer);
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002090 }
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002091}
2092
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002093void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002094{
2095 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002096 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002097}
2098
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002099bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002100{
2101 return mDeviceLost;
2102}
2103
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002104// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002105bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002106{
Jamie Madillb7935e52013-11-20 15:47:47 -05002107 HRESULT status = getDeviceStatusCode();
2108 bool isLost = (FAILED(status) || d3d9::isDeviceLostError(status));
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002109
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002110 if (isLost)
2111 {
2112 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002113 // we'll probably get this done again by notifyDeviceLost
2114 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002115 // Note that we don't want to clear the device loss status here
2116 // -- this needs to be done by resetDevice
2117 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002118 if (notify)
2119 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002120 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002121 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002122 }
2123
2124 return isLost;
2125}
2126
Jamie Madillb7935e52013-11-20 15:47:47 -05002127HRESULT Renderer9::getDeviceStatusCode()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002128{
2129 HRESULT status = D3D_OK;
2130
2131 if (mDeviceEx)
2132 {
2133 status = mDeviceEx->CheckDeviceState(NULL);
2134 }
2135 else if (mDevice)
2136 {
2137 status = mDevice->TestCooperativeLevel();
2138 }
2139
Jamie Madillb7935e52013-11-20 15:47:47 -05002140 return status;
2141}
2142
2143bool Renderer9::testDeviceResettable()
2144{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002145 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002146 // DEVICEREMOVED indicates the device has been stopped and must be recreated
Jamie Madillb7935e52013-11-20 15:47:47 -05002147 switch (getDeviceStatusCode())
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002148 {
2149 case D3DERR_DEVICENOTRESET:
2150 case D3DERR_DEVICEHUNG:
2151 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002152 case D3DERR_DEVICELOST:
2153 return (mDeviceEx != NULL);
2154 case D3DERR_DEVICEREMOVED:
Jamie Madillb7935e52013-11-20 15:47:47 -05002155 ASSERT(mDeviceEx != NULL);
2156 return true;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002157 default:
2158 return false;
2159 }
2160}
2161
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002162bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002163{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002164 releaseDeviceResources();
2165
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002166 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2167
2168 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002169 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002170 int attempts = 3;
Jamie Madillb7935e52013-11-20 15:47:47 -05002171 bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002172
2173 while (lost && attempts > 0)
2174 {
2175 if (mDeviceEx)
2176 {
2177 Sleep(500); // Give the graphics driver some CPU time
Jamie Madillb7935e52013-11-20 15:47:47 -05002178
2179 if (removedDevice)
2180 {
2181 result = resetRemovedDevice();
2182 }
2183 else
2184 {
2185 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2186 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002187 }
2188 else
2189 {
2190 result = mDevice->TestCooperativeLevel();
2191 while (result == D3DERR_DEVICELOST)
2192 {
2193 Sleep(100); // Give the graphics driver some CPU time
2194 result = mDevice->TestCooperativeLevel();
2195 }
2196
2197 if (result == D3DERR_DEVICENOTRESET)
2198 {
2199 result = mDevice->Reset(&presentParameters);
2200 }
2201 }
2202
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002203 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204 attempts --;
2205 }
2206
2207 if (FAILED(result))
2208 {
2209 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2210 return false;
2211 }
2212
Jamie Madillb7935e52013-11-20 15:47:47 -05002213 // If the device was removed, we already finished re-initialization in resetRemovedDevice
2214 if (!removedDevice)
2215 {
2216 // reset device defaults
2217 initializeDevice();
2218 }
2219
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002220 mDeviceLost = false;
2221
2222 return true;
2223}
2224
Jamie Madillb7935e52013-11-20 15:47:47 -05002225HRESULT Renderer9::resetRemovedDevice()
2226{
2227 // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
2228 // The hardware adapter has been removed. Application must destroy the device, do enumeration of
2229 // adapters and create another Direct3D device. If application continues rendering without
2230 // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
2231 ASSERT(mDeviceEx != NULL);
2232 deinitialize();
2233 return (initialize() == EGL_SUCCESS ? S_OK : S_FALSE);
2234}
2235
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002236DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002237{
2238 return mAdapterIdentifier.VendorId;
2239}
2240
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002241std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002242{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002243 std::ostringstream rendererString;
2244
2245 rendererString << mAdapterIdentifier.Description;
2246 if (getShareHandleSupport())
2247 {
2248 rendererString << " Direct3D9Ex";
2249 }
2250 else
2251 {
2252 rendererString << " Direct3D9";
2253 }
2254
2255 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2256 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2257
2258 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002259}
2260
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002261GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002262{
2263 return mAdapterIdentifier.DeviceIdentifier;
2264}
2265
Geoff Lang61e49a52013-05-29 10:22:58 -04002266Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002267{
Geoff Lang61e49a52013-05-29 10:22:58 -04002268 MultisampleSupportInfo support = { 0 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002269
Geoff Lang61e49a52013-05-29 10:22:58 -04002270 for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++)
2271 {
2272 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE,
2273 (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2274
2275 if (SUCCEEDED(result))
2276 {
2277 support.supportedSamples[multiSampleIndex] = true;
2278 if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE)
2279 {
2280 support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex);
2281 }
2282 }
2283 else
2284 {
2285 support.supportedSamples[multiSampleIndex] = false;
2286 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002287 }
Geoff Lang61e49a52013-05-29 10:22:58 -04002288
2289 return support;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002290}
2291
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002292bool Renderer9::getBGRATextureSupport() const
2293{
2294 // DirectX 9 always supports BGRA
2295 return true;
2296}
2297
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002298bool Renderer9::getDXT1TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002299{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002300 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002301}
2302
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002303bool Renderer9::getDXT3TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002304{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002305 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002306}
2307
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002308bool Renderer9::getDXT5TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002309{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002310 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002311}
2312
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002313bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002314{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002315 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002316}
2317
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002318bool Renderer9::getFloat32TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002319{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002320 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002321}
2322
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002323bool Renderer9::getFloat32TextureFilteringSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002324{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002325 return mFloat32FilterSupport;
2326}
2327
2328bool Renderer9::getFloat32TextureRenderingSupport() const
2329{
2330 return mFloat32RenderSupport;
2331}
2332
2333bool Renderer9::getFloat16TextureSupport() const
2334{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002335 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002336}
2337
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002338bool Renderer9::getFloat16TextureFilteringSupport() const
2339{
2340 return mFloat16FilterSupport;
2341}
2342
2343bool Renderer9::getFloat16TextureRenderingSupport() const
2344{
2345 return mFloat16RenderSupport;
2346}
2347
Geoff Langd42cf4e2013-06-05 16:09:17 -04002348bool Renderer9::getRGB565TextureSupport() const
2349{
2350 return mRGB565TextureSupport;
2351}
2352
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002353bool Renderer9::getLuminanceTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002354{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002355 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002356}
2357
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002358bool Renderer9::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002359{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002360 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002361}
2362
Geoff Lang632192d2013-10-04 13:40:46 -04002363bool Renderer9::getRGTextureSupport() const
2364{
2365 return mRGTextureSupport;
2366}
2367
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002368bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002369{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002370 return mSupportsTextureFilterAnisotropy;
2371}
2372
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002373float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002374{
2375 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002376 {
shannon.woods%transgaming.com@gtempaccount.com6b731912013-04-13 03:35:19 +00002377 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002378 }
2379 return 1.0f;
2380}
2381
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002382bool Renderer9::getEventQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002383{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002384 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002385}
2386
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002387unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002388{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002389 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2390 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002391}
2392
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002393unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2394{
2395 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2396}
2397
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002398unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002399{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002400 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002401}
2402
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002403unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002404{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002405 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002406}
2407
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002408unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002409{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002410 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2411}
2412
2413unsigned int Renderer9::getMaxFragmentUniformVectors() const
2414{
2415 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2416
2417 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2418}
2419
2420unsigned int Renderer9::getMaxVaryingVectors() const
2421{
2422 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002423}
2424
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002425unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
2426{
2427 return 0;
2428}
2429
2430unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
2431{
2432 return 0;
2433}
2434
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002435unsigned int Renderer9::getReservedVertexUniformBuffers() const
2436{
2437 return 0;
2438}
2439
2440unsigned int Renderer9::getReservedFragmentUniformBuffers() const
2441{
2442 return 0;
2443}
2444
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002445unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
2446{
2447 return 0;
2448}
2449
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002450unsigned int Renderer9::getMaxUniformBufferSize() const
2451{
2452 return 0;
2453}
2454
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002455bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002456{
2457 return mSupportsNonPower2Textures;
2458}
2459
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002460bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002461{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002462 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002463}
2464
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002465bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002466{
2467 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2468}
2469
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002470bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002471{
2472 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002473 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002474}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002475
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002476bool Renderer9::getDerivativeInstructionSupport() const
2477{
2478 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2479}
2480
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002481bool Renderer9::getPostSubBufferSupport() const
2482{
2483 return true;
2484}
2485
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002486int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002487{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002488 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002489}
2490
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002491float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002492{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002493 // Point size clamped at 1.0f for SM2
2494 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002495}
2496
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002497int Renderer9::getMaxViewportDimension() const
2498{
2499 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002500 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002501 return maxTextureDimension;
2502}
2503
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002504int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002505{
2506 return (int)mDeviceCaps.MaxTextureWidth;
2507}
2508
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002509int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002510{
2511 return (int)mDeviceCaps.MaxTextureHeight;
2512}
2513
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002514int Renderer9::getMaxTextureDepth() const
2515{
2516 // 3D textures are not available in the D3D9 backend.
2517 return 1;
2518}
2519
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002520int Renderer9::getMaxTextureArrayLayers() const
2521{
2522 // 2D array textures are not available in the D3D9 backend.
2523 return 1;
2524}
2525
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002526bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002527{
2528 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2529}
2530
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002531DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002532{
2533 return mDeviceCaps.DeclTypes;
2534}
2535
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002536int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002537{
2538 return mMinSwapInterval;
2539}
2540
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002541int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002542{
2543 return mMaxSwapInterval;
2544}
2545
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002546int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002547{
2548 return mMaxSupportedSamples;
2549}
2550
Geoff Lang005df412013-10-16 14:12:50 -04002551GLsizei Renderer9::getMaxSupportedFormatSamples(GLenum internalFormat) const
Geoff Lang0e120e32013-05-29 10:23:55 -04002552{
Shannon Woodsddb785c2013-07-08 10:32:13 -04002553 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
Geoff Lang0e120e32013-05-29 10:23:55 -04002554 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
2555 return (itr != mMultiSampleSupport.end()) ? mMaxSupportedSamples : 0;
2556}
2557
Geoff Lang005df412013-10-16 14:12:50 -04002558GLsizei Renderer9::getNumSampleCounts(GLenum internalFormat) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002559{
2560 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
2561 MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
2562
2563 unsigned int numCounts = 0;
2564 if (iter != mMultiSampleSupport.end())
2565 {
2566 const MultisampleSupportInfo& info = iter->second;
2567 for (int i = 0; i < D3DMULTISAMPLE_16_SAMPLES; i++)
2568 {
2569 if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
2570 {
2571 numCounts++;
2572 }
2573 }
2574 }
2575
2576 return numCounts;
2577}
2578
Geoff Lang005df412013-10-16 14:12:50 -04002579void Renderer9::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002580{
2581 D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat, this);
2582 MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format);
2583
2584 if (iter != mMultiSampleSupport.end())
2585 {
2586 const MultisampleSupportInfo& info = iter->second;
2587 int bufPos = 0;
2588 for (int i = D3DMULTISAMPLE_16_SAMPLES; i >= 0 && bufPos < bufSize; i--)
2589 {
2590 if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i])
2591 {
2592 params[bufPos++] = i;
2593 }
2594 }
2595 }
2596}
2597
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002598int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002599{
2600 if (requested == 0)
2601 {
2602 return requested;
2603 }
2604
Geoff Lang61e49a52013-05-29 10:22:58 -04002605 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002606 if (itr == mMultiSampleSupport.end())
2607 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002608 if (format == D3DFMT_UNKNOWN)
2609 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002610 return -1;
2611 }
2612
Geoff Lang61e49a52013-05-29 10:22:58 -04002613 for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002614 {
Geoff Lang61e49a52013-05-29 10:22:58 -04002615 if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002616 {
2617 return i;
2618 }
2619 }
2620
2621 return -1;
2622}
2623
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002624unsigned int Renderer9::getMaxRenderTargets() const
2625{
2626 // we do not support MRT in d3d9
2627 return 1;
2628}
2629
Geoff Lang005df412013-10-16 14:12:50 -04002630D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLenum internalformat)
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002631{
2632 switch (internalformat)
2633 {
2634 case GL_DEPTH_COMPONENT16:
2635 case GL_DEPTH_COMPONENT32_OES:
2636 case GL_DEPTH24_STENCIL8_OES:
2637 return D3DFMT_INTZ;
2638 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2639 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2640 return D3DFMT_DXT1;
2641 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2642 return D3DFMT_DXT3;
2643 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2644 return D3DFMT_DXT5;
2645 case GL_RGBA32F_EXT:
2646 case GL_RGB32F_EXT:
2647 case GL_ALPHA32F_EXT:
2648 case GL_LUMINANCE32F_EXT:
2649 case GL_LUMINANCE_ALPHA32F_EXT:
2650 return D3DFMT_A32B32G32R32F;
2651 case GL_RGBA16F_EXT:
2652 case GL_RGB16F_EXT:
2653 case GL_ALPHA16F_EXT:
2654 case GL_LUMINANCE16F_EXT:
2655 case GL_LUMINANCE_ALPHA16F_EXT:
2656 return D3DFMT_A16B16G16R16F;
2657 case GL_LUMINANCE8_EXT:
2658 if (getLuminanceTextureSupport())
2659 {
2660 return D3DFMT_L8;
2661 }
2662 break;
2663 case GL_LUMINANCE8_ALPHA8_EXT:
2664 if (getLuminanceAlphaTextureSupport())
2665 {
2666 return D3DFMT_A8L8;
2667 }
2668 break;
2669 case GL_RGB8_OES:
2670 case GL_RGB565:
2671 return D3DFMT_X8R8G8B8;
2672 }
2673
2674 return D3DFMT_A8R8G8B8;
2675}
2676
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002677bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002678{
2679 bool result = false;
2680
2681 if (source && dest)
2682 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002683 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2684 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002685
Jamie Madill4cfff5f2013-10-24 17:49:46 -04002686 int levels = source9->getMaxLevel() - source9->getBaseLevel();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002687 for (int i = 0; i < levels; ++i)
2688 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002689 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2690 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002691
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002692 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002693
Geoff Langea228632013-07-30 15:17:12 -04002694 SafeRelease(srcSurf);
2695 SafeRelease(dstSurf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002696
2697 if (!result)
Geoff Langea228632013-07-30 15:17:12 -04002698 {
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002699 return false;
Geoff Langea228632013-07-30 15:17:12 -04002700 }
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002701 }
2702 }
2703
2704 return result;
2705}
2706
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002707bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002708{
2709 bool result = false;
2710
2711 if (source && dest)
2712 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002713 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2714 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
Jamie Madill4cfff5f2013-10-24 17:49:46 -04002715 int levels = source9->getMaxLevel() - source9->getBaseLevel();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002716 for (int f = 0; f < 6; f++)
2717 {
2718 for (int i = 0; i < levels; i++)
2719 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002720 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2721 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002722
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002723 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002724
Geoff Langea228632013-07-30 15:17:12 -04002725 SafeRelease(srcSurf);
2726 SafeRelease(dstSurf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002727
2728 if (!result)
Geoff Langea228632013-07-30 15:17:12 -04002729 {
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002730 return false;
Geoff Langea228632013-07-30 15:17:12 -04002731 }
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002732 }
2733 }
2734 }
2735
2736 return result;
2737}
2738
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002739bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2740{
2741 // 3D textures are not available in the D3D9 backend.
2742 UNREACHABLE();
2743 return false;
2744}
2745
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002746bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2747{
2748 // 2D array textures are not supported by the D3D9 backend.
2749 UNREACHABLE();
2750 return false;
2751}
2752
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002753D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002754{
2755 if (mD3d9Ex != NULL)
2756 {
2757 return D3DPOOL_DEFAULT;
2758 }
2759 else
2760 {
2761 if (!(usage & D3DUSAGE_DYNAMIC))
2762 {
2763 return D3DPOOL_MANAGED;
2764 }
2765 }
2766
2767 return D3DPOOL_DEFAULT;
2768}
2769
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002770bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002771 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002772{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002773 RECT rect;
2774 rect.left = sourceRect.x;
2775 rect.top = sourceRect.y;
2776 rect.right = sourceRect.x + sourceRect.width;
2777 rect.bottom = sourceRect.y + sourceRect.height;
2778
2779 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002780}
2781
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002782bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002783 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002784{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002785 RECT rect;
2786 rect.left = sourceRect.x;
2787 rect.top = sourceRect.y;
2788 rect.right = sourceRect.x + sourceRect.width;
2789 rect.bottom = sourceRect.y + sourceRect.height;
2790
2791 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002792}
2793
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002794bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2795 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2796{
2797 // 3D textures are not available in the D3D9 backend.
2798 UNREACHABLE();
2799 return false;
2800}
2801
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002802bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2803 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2804{
2805 // 2D array textures are not available in the D3D9 backend.
2806 UNREACHABLE();
2807 return false;
2808}
2809
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002810bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04002811 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002812{
Geoff Lang758d5b22013-06-11 11:42:50 -04002813 ASSERT(filter == GL_NEAREST);
2814
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002815 endScene();
2816
2817 if (blitRenderTarget)
2818 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002819 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2820 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002821 RenderTarget9 *readRenderTarget = NULL;
2822 RenderTarget9 *drawRenderTarget = NULL;
2823 IDirect3DSurface9* readSurface = NULL;
2824 IDirect3DSurface9* drawSurface = NULL;
2825
2826 if (readBuffer)
2827 {
2828 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2829 }
2830 if (drawBuffer)
2831 {
2832 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2833 }
2834
2835 if (readRenderTarget)
2836 {
2837 readSurface = readRenderTarget->getSurface();
2838 }
2839 if (drawRenderTarget)
2840 {
2841 drawSurface = drawRenderTarget->getSurface();
2842 }
2843
2844 if (!readSurface || !drawSurface)
2845 {
2846 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002847 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002848 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002849
Geoff Lang125deab2013-08-09 13:34:16 -04002850 gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
2851 gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
2852
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002853 RECT srcRect;
2854 srcRect.left = readRect.x;
2855 srcRect.right = readRect.x + readRect.width;
2856 srcRect.top = readRect.y;
2857 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002858
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002859 RECT dstRect;
2860 dstRect.left = drawRect.x;
2861 dstRect.right = drawRect.x + drawRect.width;
2862 dstRect.top = drawRect.y;
2863 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002864
Geoff Lang125deab2013-08-09 13:34:16 -04002865 // Clip the rectangles to the scissor rectangle
2866 if (scissor)
2867 {
2868 if (dstRect.left < scissor->x)
2869 {
2870 srcRect.left += (scissor->x - dstRect.left);
2871 dstRect.left = scissor->x;
2872 }
2873 if (dstRect.top < scissor->y)
2874 {
2875 srcRect.top += (scissor->y - dstRect.top);
2876 dstRect.top = scissor->y;
2877 }
2878 if (dstRect.right > scissor->x + scissor->width)
2879 {
2880 srcRect.right -= (dstRect.right - (scissor->x + scissor->width));
2881 dstRect.right = scissor->x + scissor->width;
2882 }
2883 if (dstRect.bottom > scissor->y + scissor->height)
2884 {
2885 srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height));
2886 dstRect.bottom = scissor->y + scissor->height;
2887 }
2888 }
2889
2890 // Clip the rectangles to the destination size
2891 if (dstRect.left < 0)
2892 {
2893 srcRect.left += -dstRect.left;
2894 dstRect.left = 0;
2895 }
2896 if (dstRect.right > dstSize.width)
2897 {
2898 srcRect.right -= (dstRect.right - dstSize.width);
2899 dstRect.right = dstSize.width;
2900 }
2901 if (dstRect.top < 0)
2902 {
2903 srcRect.top += -dstRect.top;
2904 dstRect.top = 0;
2905 }
2906 if (dstRect.bottom > dstSize.height)
2907 {
2908 srcRect.bottom -= (dstRect.bottom - dstSize.height);
2909 dstRect.bottom = dstSize.height;
2910 }
2911
2912 // Clip the rectangles to the source size
2913 if (srcRect.left < 0)
2914 {
2915 dstRect.left += -srcRect.left;
2916 srcRect.left = 0;
2917 }
2918 if (srcRect.right > srcSize.width)
2919 {
2920 dstRect.right -= (srcRect.right - srcSize.width);
2921 srcRect.right = srcSize.width;
2922 }
2923 if (srcRect.top < 0)
2924 {
2925 dstRect.top += -srcRect.top;
2926 srcRect.top = 0;
2927 }
2928 if (srcRect.bottom > srcSize.height)
2929 {
2930 dstRect.bottom -= (srcRect.bottom - srcSize.height);
2931 srcRect.bottom = srcSize.height;
2932 }
2933
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002934 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002935
Geoff Langea228632013-07-30 15:17:12 -04002936 SafeRelease(readSurface);
2937 SafeRelease(drawSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002938
2939 if (FAILED(result))
2940 {
2941 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2942 return false;
2943 }
2944 }
2945
Geoff Lang685806d2013-06-12 11:16:36 -04002946 if (blitDepth || blitStencil)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002947 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002948 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2949 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2950 RenderTarget9 *readDepthStencil = NULL;
2951 RenderTarget9 *drawDepthStencil = NULL;
2952 IDirect3DSurface9* readSurface = NULL;
2953 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002954
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002955 if (readBuffer)
2956 {
2957 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2958 }
2959 if (drawBuffer)
2960 {
2961 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2962 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002963
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002964 if (readDepthStencil)
2965 {
2966 readSurface = readDepthStencil->getSurface();
2967 }
2968 if (drawDepthStencil)
2969 {
2970 drawSurface = drawDepthStencil->getSurface();
2971 }
2972
2973 if (!readSurface || !drawSurface)
2974 {
2975 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002976 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002977 }
2978
2979 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2980
Geoff Langea228632013-07-30 15:17:12 -04002981 SafeRelease(readSurface);
2982 SafeRelease(drawSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002983
2984 if (FAILED(result))
2985 {
2986 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2987 return false;
2988 }
2989 }
2990
2991 return true;
2992}
2993
2994void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2995 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2996{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002997 RenderTarget9 *renderTarget = NULL;
2998 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002999 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003000
3001 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003002 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003003 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
3004 }
3005
3006 if (renderTarget)
3007 {
3008 surface = renderTarget->getSurface();
3009 }
3010
3011 if (!surface)
3012 {
3013 // context must be lost
3014 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003015 }
3016
3017 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003018 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003019
3020 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
3021 {
3022 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
Geoff Langea228632013-07-30 15:17:12 -04003023 SafeRelease(surface);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003024 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003025 }
3026
3027 HRESULT result;
3028 IDirect3DSurface9 *systemSurface = NULL;
3029 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
3030 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
3031 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
3032 if (directToPixels)
3033 {
3034 // Use the pixels ptr as a shared handle to write directly into client's memory
3035 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
3036 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
3037 if (FAILED(result))
3038 {
3039 // Try again without the shared handle
3040 directToPixels = false;
3041 }
3042 }
3043
3044 if (!directToPixels)
3045 {
3046 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
3047 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
3048 if (FAILED(result))
3049 {
3050 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
Geoff Langea228632013-07-30 15:17:12 -04003051 SafeRelease(surface);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003052 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003053 }
3054 }
3055
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00003056 result = mDevice->GetRenderTargetData(surface, systemSurface);
Geoff Langea228632013-07-30 15:17:12 -04003057 SafeRelease(surface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003058
3059 if (FAILED(result))
3060 {
Geoff Langea228632013-07-30 15:17:12 -04003061 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003062
3063 // It turns out that D3D will sometimes produce more error
3064 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00003065 if (d3d9::isDeviceLostError(result))
3066 {
3067 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00003068 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00003069 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003070 else
3071 {
3072 UNREACHABLE();
3073 return;
3074 }
3075
3076 }
3077
3078 if (directToPixels)
3079 {
Geoff Langea228632013-07-30 15:17:12 -04003080 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003081 return;
3082 }
3083
3084 RECT rect;
3085 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
3086 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
3087 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
3088 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
3089
3090 D3DLOCKED_RECT lock;
3091 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
3092
3093 if (FAILED(result))
3094 {
3095 UNREACHABLE();
Geoff Langea228632013-07-30 15:17:12 -04003096 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003097
3098 return; // No sensible error to generate
3099 }
3100
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003101 unsigned char *source;
3102 int inputPitch;
3103 if (packReverseRowOrder)
3104 {
3105 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
3106 inputPitch = -lock.Pitch;
3107 }
3108 else
3109 {
3110 source = (unsigned char*)lock.pBits;
3111 inputPitch = lock.Pitch;
3112 }
3113
Geoff Lang697ad3e2013-06-04 10:11:28 -04003114 GLuint clientVersion = getCurrentClientVersion();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003115
Geoff Lang005df412013-10-16 14:12:50 -04003116 GLenum sourceInternalFormat = d3d9_gl::GetInternalFormat(desc.Format);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003117 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3118 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003119
Geoff Lang697ad3e2013-06-04 10:11:28 -04003120 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3121
3122 if (sourceFormat == format && sourceType == type)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003123 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003124 // Direct copy possible
3125 unsigned char *dest = static_cast<unsigned char*>(pixels);
3126 for (int y = 0; y < rect.bottom - rect.top; y++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003127 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003128 memcpy(dest + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourcePixelSize);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003129 }
Geoff Lang697ad3e2013-06-04 10:11:28 -04003130 }
3131 else
3132 {
Geoff Lang005df412013-10-16 14:12:50 -04003133 GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003134 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3135 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3136
3137 ColorCopyFunction fastCopyFunc = d3d9::GetFastCopyFunction(desc.Format, format, type, getCurrentClientVersion());
3138 if (fastCopyFunc)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003139 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003140 // Fast copy is possible through some special function
3141 for (int y = 0; y < rect.bottom - rect.top; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003142 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003143 for (int x = 0; x < rect.right - rect.left; x++)
3144 {
3145 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3146 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3147
3148 fastCopyFunc(src, dest);
3149 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003150 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003151 }
Geoff Lang697ad3e2013-06-04 10:11:28 -04003152 else
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003153 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003154 ColorReadFunction readFunc = d3d9::GetColorReadFunction(desc.Format);
3155 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003156
Geoff Lang697ad3e2013-06-04 10:11:28 -04003157 gl::ColorF temp;
3158
3159 for (int y = 0; y < rect.bottom - rect.top; y++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003160 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003161 for (int x = 0; x < rect.right - rect.left; x++)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003162 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003163 void *dest = reinterpret_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3164 void *src = source + y * inputPitch + x * sourcePixelSize;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003165
Geoff Lang697ad3e2013-06-04 10:11:28 -04003166 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3167 // will not allow the copy otherwise.
3168 readFunc(src, &temp);
3169 writeFunc(&temp, dest);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003170 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003171 }
3172 }
3173 }
3174
3175 systemSurface->UnlockRect();
Geoff Langea228632013-07-30 15:17:12 -04003176 SafeRelease(systemSurface);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003177}
3178
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003179RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3180{
3181 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3182 IDirect3DSurface9 *surface = NULL;
3183 if (depth)
3184 {
3185 surface = swapChain9->getDepthStencil();
3186 }
3187 else
3188 {
3189 surface = swapChain9->getRenderTarget();
3190 }
3191
3192 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3193
3194 return renderTarget;
3195}
3196
Geoff Langa2d97f12013-06-11 11:44:02 -04003197RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003198{
3199 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3200 return renderTarget;
3201}
3202
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003203ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003204{
3205 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003206
3207 switch (type)
3208 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003209 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003210 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003211 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003212 if (vshader)
3213 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003214 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003215 }
3216 }
3217 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003218 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003219 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003220 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003221 if (pshader)
3222 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003223 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003224 }
3225 }
3226 break;
3227 default:
3228 UNREACHABLE();
3229 break;
3230 }
3231
3232 return executable;
3233}
3234
Jamie Madill3c9eeb92013-11-04 11:09:26 -05003235ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003236{
3237 const char *profile = NULL;
3238
3239 switch (type)
3240 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003241 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003242 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3243 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003244 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003245 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3246 break;
3247 default:
3248 UNREACHABLE();
3249 return NULL;
3250 }
3251
Jamie Madill3c9eeb92013-11-04 11:09:26 -05003252 // ANGLE issue 486:
3253 // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
3254 UINT optimizationFlags = (workaround == ANGLE_D3D_WORKAROUND_SM3_OPTIMIZER ? D3DCOMPILE_SKIP_OPTIMIZATION : ANGLE_COMPILE_OPTIMIZATION_LEVEL);
3255
3256 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, optimizationFlags, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003257 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04003258 {
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003259 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04003260 }
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003261
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003262 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04003263 SafeRelease(binary);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003264
3265 return executable;
3266}
3267
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003268bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3269{
3270 return mBlit->boxFilter(source, dest);
3271}
3272
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003273D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003274{
3275 if (mD3d9Ex != NULL)
3276 {
3277 return D3DPOOL_DEFAULT;
3278 }
3279 else
3280 {
3281 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3282 {
3283 return D3DPOOL_MANAGED;
3284 }
3285 }
3286
3287 return D3DPOOL_DEFAULT;
3288}
3289
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003290bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3291{
3292 if (source && dest)
3293 {
3294 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003295
3296 if (fromManaged)
3297 {
3298 D3DSURFACE_DESC desc;
3299 source->GetDesc(&desc);
3300
3301 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003302 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003303
3304 if (SUCCEEDED(result))
3305 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003306 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003307 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
Geoff Langea228632013-07-30 15:17:12 -04003308 SafeRelease(surf);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003309 }
3310 }
3311 else
3312 {
3313 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003314 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003315 }
3316
3317 if (FAILED(result))
3318 {
3319 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3320 return false;
3321 }
3322 }
3323
3324 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003325}
3326
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003327Image *Renderer9::createImage()
3328{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003329 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003330}
3331
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003332void Renderer9::generateMipmap(Image *dest, Image *src)
3333{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003334 Image9 *src9 = Image9::makeImage9(src);
3335 Image9 *dst9 = Image9::makeImage9(dest);
3336 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003337}
3338
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003339TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3340{
3341 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3342 return new TextureStorage9_2D(this, swapChain9);
3343}
3344
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003345TextureStorage *Renderer9::createTextureStorage2D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003346{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003347 return new TextureStorage9_2D(this, baseLevel, maxLevel, internalformat, renderTarget, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003348}
3349
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003350TextureStorage *Renderer9::createTextureStorageCube(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, int size)
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003351{
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003352 return new TextureStorage9_Cube(this, baseLevel, maxLevel, internalformat, renderTarget, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003353}
3354
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003355TextureStorage *Renderer9::createTextureStorage3D(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003356{
3357 // 3D textures are not supported by the D3D9 backend.
3358 UNREACHABLE();
3359
3360 return NULL;
3361}
3362
Jamie Madill4cfff5f2013-10-24 17:49:46 -04003363TextureStorage *Renderer9::createTextureStorage2DArray(int baseLevel, int maxLevel, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth)
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003364{
3365 // 2D array textures are not supported by the D3D9 backend.
3366 UNREACHABLE();
3367
3368 return NULL;
3369}
3370
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003371bool Renderer9::getLUID(LUID *adapterLuid) const
3372{
3373 adapterLuid->HighPart = 0;
3374 adapterLuid->LowPart = 0;
3375
3376 if (mD3d9Ex)
3377 {
3378 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3379 return true;
3380 }
3381
3382 return false;
3383}
3384
Geoff Lang005df412013-10-16 14:12:50 -04003385GLenum Renderer9::getNativeTextureFormat(GLenum internalFormat) const
Jamie Madillc8c102b2013-10-10 15:10:24 -04003386{
3387 return d3d9_gl::GetInternalFormat(gl_d3d9::GetTextureFormat(internalFormat, this));
3388}
3389
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003390}