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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
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000011#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000012#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000013#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000014#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000016#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000017#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000018#include "libGLESv2/renderer/renderer9_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils9.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000020#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000021#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000022#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000023#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000024#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000025#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000026#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000027#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000028#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000029#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000030#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000031
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000032#include "libEGL/Display.h"
33
daniel@transgaming.com621ce052012-10-31 17:52:29 +000034// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
35#define REF_RAST 0
36
37// The "Debug This Pixel..." feature in PIX often fails when using the
38// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
39// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
40#if !defined(ANGLE_ENABLE_D3D9EX)
41// Enables use of the IDirect3D9Ex interface, when available
42#define ANGLE_ENABLE_D3D9EX 1
43#endif // !defined(ANGLE_ENABLE_D3D9EX)
44
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000045#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
46#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
47#endif
48
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000049const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
50const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
51
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000052namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000053{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000054static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000055 {
56 D3DFMT_A1R5G5B5,
57 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
58 D3DFMT_A8R8G8B8,
59 D3DFMT_R5G6B5,
60 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
61 D3DFMT_X8R8G8B8
62 };
63
daniel@transgaming.com222ee082012-11-28 19:31:49 +000064static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000065 {
66 D3DFMT_UNKNOWN,
67 // D3DFMT_D16_LOCKABLE,
68 D3DFMT_D32,
69 // D3DFMT_D15S1,
70 D3DFMT_D24S8,
71 D3DFMT_D24X8,
72 // D3DFMT_D24X4S4,
73 D3DFMT_D16,
74 // D3DFMT_D32F_LOCKABLE,
75 // D3DFMT_D24FS8
76 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000077
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000078enum
79{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000080 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
81 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
82 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
83 MAX_VARYING_VECTORS_SM2 = 8,
84 MAX_VARYING_VECTORS_SM3 = 10,
85
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000086 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
87};
88
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000089Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000090{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000091 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000092
93 mD3d9 = NULL;
94 mD3d9Ex = NULL;
95 mDevice = NULL;
96 mDeviceEx = NULL;
97 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000098 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000099
100 mAdapter = D3DADAPTER_DEFAULT;
101
102 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
103 mDeviceType = D3DDEVTYPE_REF;
104 #else
105 mDeviceType = D3DDEVTYPE_HAL;
106 #endif
107
108 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000109
110 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000111
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000112 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000113
114 mVertexDataManager = NULL;
115 mIndexDataManager = NULL;
116 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000117
118 mMaxNullColorbufferLRU = 0;
119 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
120 {
121 mNullColorbufferCache[i].lruCount = 0;
122 mNullColorbufferCache[i].width = 0;
123 mNullColorbufferCache[i].height = 0;
124 mNullColorbufferCache[i].buffer = NULL;
125 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000126}
127
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000128Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000129{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000130 releaseDeviceResources();
131
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000132 if (mDevice)
133 {
134 // 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 +0000135 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000136 {
137 resetDevice();
138 }
139
140 mDevice->Release();
141 mDevice = NULL;
142 }
143
144 if (mDeviceEx)
145 {
146 mDeviceEx->Release();
147 mDeviceEx = NULL;
148 }
149
150 if (mD3d9)
151 {
152 mD3d9->Release();
153 mD3d9 = NULL;
154 }
155
156 if (mDeviceWindow)
157 {
158 DestroyWindow(mDeviceWindow);
159 mDeviceWindow = NULL;
160 }
161
162 if (mD3d9Ex)
163 {
164 mD3d9Ex->Release();
165 mD3d9Ex = NULL;
166 }
167
168 if (mD3d9Module)
169 {
170 mD3d9Module = NULL;
171 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000172}
173
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000174Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
175{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000176 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000177 return static_cast<rx::Renderer9*>(renderer);
178}
179
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000180EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000181{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000182 if (!initializeCompiler())
183 {
184 return EGL_NOT_INITIALIZED;
185 }
186
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000187 if (mSoftwareDevice)
188 {
189 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
190 }
191 else
192 {
193 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
194 }
195
196 if (mD3d9Module == NULL)
197 {
198 ERR("No D3D9 module found - aborting!\n");
199 return EGL_NOT_INITIALIZED;
200 }
201
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000202 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
203 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
204
205 // Use Direct3D9Ex if available. Among other things, this version is less
206 // inclined to report a lost context, for example when the user switches
207 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
208 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
209 {
210 ASSERT(mD3d9Ex);
211 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
212 ASSERT(mD3d9);
213 }
214 else
215 {
216 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
217 }
218
219 if (!mD3d9)
220 {
221 ERR("Could not create D3D9 device - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000224
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000225 if (mDc != NULL)
226 {
227 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
228 }
229
230 HRESULT result;
231
232 // Give up on getting device caps after about one second.
233 for (int i = 0; i < 10; ++i)
234 {
235 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
236 if (SUCCEEDED(result))
237 {
238 break;
239 }
240 else if (result == D3DERR_NOTAVAILABLE)
241 {
242 Sleep(100); // Give the driver some time to initialize/recover
243 }
244 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
245 {
246 ERR("failed to get device caps (0x%x)\n", result);
247 return EGL_NOT_INITIALIZED;
248 }
249 }
250
251 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
252 {
253 ERR("Renderer does not support PS 2.0. aborting!\n");
254 return EGL_NOT_INITIALIZED;
255 }
256
257 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
258 // This is required by Texture2D::convertToRenderTarget.
259 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
260 {
261 ERR("Renderer does not support stretctrect from textures!\n");
262 return EGL_NOT_INITIALIZED;
263 }
264
265 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
266
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 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400310 MultisampleSupportInfo support = getMultiSampleSupport(*i);
311 mMultiSampleSupport[*i] = support;
312 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
daniel@transgaming.com92955622012-10-31 18:38:41 +0000313 }
314
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000315 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
316 static const TCHAR className[] = TEXT("STATIC");
317
318 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
319
320 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
321 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
322
323 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
324 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
325 {
326 return EGL_BAD_ALLOC;
327 }
328
329 if (FAILED(result))
330 {
331 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
332
333 if (FAILED(result))
334 {
335 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
336 return EGL_BAD_ALLOC;
337 }
338 }
339
340 if (mD3d9Ex)
341 {
342 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
343 ASSERT(SUCCEEDED(result));
344 }
345
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000346 mVertexShaderCache.initialize(mDevice);
347 mPixelShaderCache.initialize(mDevice);
348
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000349 // Check occlusion query support
350 IDirect3DQuery9 *occlusionQuery = NULL;
351 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
352 {
353 occlusionQuery->Release();
354 mOcclusionQuerySupport = true;
355 }
356 else
357 {
358 mOcclusionQuerySupport = false;
359 }
360
361 // Check event query support
362 IDirect3DQuery9 *eventQuery = NULL;
363 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
364 {
365 eventQuery->Release();
366 mEventQuerySupport = true;
367 }
368 else
369 {
370 mEventQuerySupport = false;
371 }
372
373 D3DDISPLAYMODE currentDisplayMode;
374 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
375
376 // Check vertex texture support
377 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
378 // We test this using D3D9 by checking support for the R16F format.
379 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
380 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
381 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
382
383 // Check depth texture support
384 // we use INTZ for depth textures in Direct3D9
385 // we also want NULL texture support to ensure the we can make depth-only FBOs
386 // see http://aras-p.info/texts/D3D9GPUHacks.html
387 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
388 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
389 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
390 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
391
392 // Check 32 bit floating point texture support
393 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
394 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
395 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
396 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
397
398 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
399 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
400 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
401 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
402
403 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
404 {
405 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
406 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
407 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
408 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
409 }
410 else
411 {
412 mFloat32TextureSupport = true;
413 }
414
415 // Check 16 bit floating point texture support
416 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
417 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
418 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
419 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
420
421 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
422 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
423 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
424 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
425
426 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
427 {
428 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
429 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
430 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
431 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
432 }
433 else
434 {
435 mFloat16TextureSupport = true;
436 }
437
438 // Check DXT texture support
439 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
440 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
441 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
442
443 // Check luminance[alpha] texture support
444 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
445 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
446
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000447 initializeDevice();
448
449 return EGL_SUCCESS;
450}
451
452// do any one-time device initialization
453// NOTE: this is also needed after a device lost/reset
454// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000455void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000456{
457 // Permanent non-default states
458 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
459 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
460
461 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
462 {
463 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
464 }
465 else
466 {
467 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
468 }
469
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000470 markAllStateDirty();
471
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000472 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000473
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000474 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000475 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000476 mVertexDataManager = new rx::VertexDataManager(this);
477 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000478}
479
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000480D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000481{
482 D3DPRESENT_PARAMETERS presentParameters = {0};
483
484 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
485 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
486 presentParameters.BackBufferCount = 1;
487 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
488 presentParameters.BackBufferWidth = 1;
489 presentParameters.BackBufferHeight = 1;
490 presentParameters.EnableAutoDepthStencil = FALSE;
491 presentParameters.Flags = 0;
492 presentParameters.hDeviceWindow = mDeviceWindow;
493 presentParameters.MultiSampleQuality = 0;
494 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
495 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
496 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
497 presentParameters.Windowed = TRUE;
498
499 return presentParameters;
500}
501
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000502int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000503{
504 D3DDISPLAYMODE currentDisplayMode;
505 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
506
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000507 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
508 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000509 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
510 int numConfigs = 0;
511
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000512 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000513 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000514 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000515
516 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
517
518 if (SUCCEEDED(result))
519 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000520 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000521 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000522 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000523 HRESULT result = D3D_OK;
524
525 if(depthStencilFormat != D3DFMT_UNKNOWN)
526 {
527 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
528 }
529
530 if (SUCCEEDED(result))
531 {
532 if(depthStencilFormat != D3DFMT_UNKNOWN)
533 {
534 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
535 }
536
537 if (SUCCEEDED(result))
538 {
539 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000540 newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
541 newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000542 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
543 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000544 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000545
546 (*configDescList)[numConfigs++] = newConfig;
547 }
548 }
549 }
550 }
551 }
552
553 return numConfigs;
554}
555
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000556void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000557{
558 delete [] (configDescList);
559}
560
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000561void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000562{
563 if (!mSceneStarted)
564 {
565 long result = mDevice->BeginScene();
566 if (SUCCEEDED(result)) {
567 // This is defensive checking against the device being
568 // lost at unexpected times.
569 mSceneStarted = true;
570 }
571 }
572}
573
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000574void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000575{
576 if (mSceneStarted)
577 {
578 // EndScene can fail if the device was lost, for example due
579 // to a TDR during a draw call.
580 mDevice->EndScene();
581 mSceneStarted = false;
582 }
583}
584
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000585void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000586{
587 HRESULT result;
588
589 IDirect3DQuery9* query = allocateEventQuery();
590 if (!query)
591 {
592 return;
593 }
594
595 result = query->Issue(D3DISSUE_END);
596 ASSERT(SUCCEEDED(result));
597
598 do
599 {
600 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
601
602 if(block && result == S_FALSE)
603 {
604 // Keep polling, but allow other threads to do something useful first
605 Sleep(0);
606 // explicitly check for device loss
607 // some drivers seem to return S_FALSE even if the device is lost
608 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000609 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000610 {
611 result = D3DERR_DEVICELOST;
612 }
613 }
614 }
615 while(block && result == S_FALSE);
616
617 freeEventQuery(query);
618
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000619 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000620 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000621 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000622 }
623}
624
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000625SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
626{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000627 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000628}
629
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000630IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000631{
632 IDirect3DQuery9 *query = NULL;
633
634 if (mEventQueryPool.empty())
635 {
636 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
637 ASSERT(SUCCEEDED(result));
638 }
639 else
640 {
641 query = mEventQueryPool.back();
642 mEventQueryPool.pop_back();
643 }
644
645 return query;
646}
647
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000648void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000649{
650 if (mEventQueryPool.size() > 1000)
651 {
652 query->Release();
653 }
654 else
655 {
656 mEventQueryPool.push_back(query);
657 }
658}
659
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000660IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000661{
662 return mVertexShaderCache.create(function, length);
663}
664
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000665IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000666{
667 return mPixelShaderCache.create(function, length);
668}
669
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000670HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
671{
672 D3DPOOL Pool = getBufferPool(Usage);
673 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
674}
675
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000676VertexBuffer *Renderer9::createVertexBuffer()
677{
678 return new VertexBuffer9(this);
679}
680
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000681HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
682{
683 D3DPOOL Pool = getBufferPool(Usage);
684 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
685}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000686
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000687IndexBuffer *Renderer9::createIndexBuffer()
688{
689 return new IndexBuffer9(this);
690}
691
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000692BufferStorage *Renderer9::createBufferStorage()
693{
694 return new BufferStorage9();
695}
696
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000697QueryImpl *Renderer9::createQuery(GLenum type)
698{
699 return new Query9(this, type);
700}
701
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000702FenceImpl *Renderer9::createFence()
703{
704 return new Fence9(this);
705}
706
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000707void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000708{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000709 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
710 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000711
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000712 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000713 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000714 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
715 int d3dSampler = index + d3dSamplerOffset;
716
717 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
718 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
719
720 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
721 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
722 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
723 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
724 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
725 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
726 if (mSupportsTextureFilterAnisotropy)
727 {
728 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
729 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000730 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000731
732 forceSetSamplers[index] = false;
733 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000734}
735
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000736void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000737{
738 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
739 int d3dSampler = index + d3dSamplerOffset;
740 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000741 unsigned int serial = 0;
742 bool forceSetTexture = false;
743
744 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000745
746 if (texture)
747 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000748 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000749 if (texStorage)
750 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000751 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000752 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000753 }
754 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000755 // in the texture class and we're unexpectedly missing the d3d texture
756 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000757
758 serial = texture->getTextureSerial();
759 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000760 }
761
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000762 if (forceSetTexture || appliedSerials[index] != serial)
763 {
764 mDevice->SetTexture(d3dSampler, d3dTexture);
765 }
766
767 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000768}
769
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000770bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
771{
772 // No effect in ES2/D3D9
773 return true;
774}
775
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000776void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000777{
778 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000779
780 if (rasterStateChanged)
781 {
782 // Set the cull mode
783 if (rasterState.cullFace)
784 {
785 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
786 }
787 else
788 {
789 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
790 }
791
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000792 if (rasterState.polygonOffsetFill)
793 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000794 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000795 {
796 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
797
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000798 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000799 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
800 }
801 }
802 else
803 {
804 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
805 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
806 }
807
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000808 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000809 }
810
811 mForceSetRasterState = false;
812}
813
814void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
815{
816 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
817 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
818 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
819
820 if (blendStateChanged || blendColorChanged)
821 {
822 if (blendState.blend)
823 {
824 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
825
826 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
827 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
828 {
829 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
830 }
831 else
832 {
833 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
834 gl::unorm<8>(blendColor.alpha),
835 gl::unorm<8>(blendColor.alpha),
836 gl::unorm<8>(blendColor.alpha)));
837 }
838
839 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
840 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
841 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
842
843 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
844 blendState.destBlendRGB != blendState.destBlendAlpha ||
845 blendState.blendEquationRGB != blendState.blendEquationAlpha)
846 {
847 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
848
849 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
850 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
851 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
852 }
853 else
854 {
855 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
856 }
857 }
858 else
859 {
860 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
861 }
862
863 if (blendState.sampleAlphaToCoverage)
864 {
865 FIXME("Sample alpha to coverage is unimplemented.");
866 }
867
868 // Set the color mask
869 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
870 // Apparently some ATI cards have a bug where a draw with a zero color
871 // write mask can cause later draws to have incorrect results. Instead,
872 // set a nonzero color write mask but modify the blend state so that no
873 // drawing is done.
874 // http://code.google.com/p/angleproject/issues/detail?id=169
875
876 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
877 blendState.colorMaskBlue, blendState.colorMaskAlpha);
878 if (colorMask == 0 && !zeroColorMaskAllowed)
879 {
880 // Enable green channel, but set blending so nothing will be drawn.
881 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
882 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
883
884 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
885 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
886 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
887 }
888 else
889 {
890 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
891 }
892
893 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
894
895 mCurBlendState = blendState;
896 mCurBlendColor = blendColor;
897 }
898
899 if (sampleMaskChanged)
900 {
901 // Set the multisample mask
902 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
903 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
904
905 mCurSampleMask = sampleMask;
906 }
907
908 mForceSetBlendState = false;
909}
910
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000911void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000912 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000913{
914 bool depthStencilStateChanged = mForceSetDepthStencilState ||
915 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000916 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
917 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000918 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000919
920 if (depthStencilStateChanged)
921 {
922 if (depthStencilState.depthTest)
923 {
924 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
925 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
926 }
927 else
928 {
929 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
930 }
931
932 mCurDepthStencilState = depthStencilState;
933 }
934
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000935 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000936 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000937 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000938 {
939 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
940 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
941
942 // FIXME: Unsupported by D3D9
943 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
944 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
945 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
946 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000947 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000948 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
949 {
950 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 +0000951 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000952 }
953
954 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000955 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000956
957 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
958 depthStencilState.stencilWritemask);
959 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
960 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
961
962 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000963 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000964 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
965 depthStencilState.stencilMask);
966
967 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
968 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
969 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
970 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
971 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
972 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
973
974 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
975 depthStencilState.stencilBackWritemask);
976 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
977 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
978
979 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000980 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000981 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
982 depthStencilState.stencilBackMask);
983
984 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
986 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
987 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
988 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
989 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
990 }
991 else
992 {
993 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
994 }
995
996 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
997
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000998 mCurStencilRef = stencilRef;
999 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001000 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001001 }
1002
1003 mForceSetDepthStencilState = false;
1004}
1005
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001006void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001007{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001008 bool scissorChanged = mForceSetScissor ||
1009 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1010 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001011
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001012 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001013 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001014 if (enabled)
1015 {
1016 RECT rect;
1017 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1018 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1019 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1020 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1021 mDevice->SetScissorRect(&rect);
1022 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001023
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001024 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1025
1026 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001028 }
1029
1030 mForceSetScissor = false;
1031}
1032
daniel@transgaming.com12985182012-12-20 20:56:31 +00001033bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001034 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001035{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001036 gl::Rectangle actualViewport = viewport;
1037 float actualZNear = gl::clamp01(zNear);
1038 float actualZFar = gl::clamp01(zFar);
1039 if (ignoreViewport)
1040 {
1041 actualViewport.x = 0;
1042 actualViewport.y = 0;
1043 actualViewport.width = mRenderTargetDesc.width;
1044 actualViewport.height = mRenderTargetDesc.height;
1045 actualZNear = 0.0f;
1046 actualZFar = 1.0f;
1047 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001048
1049 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001050 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1051 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1052 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1053 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1054 dxViewport.MinZ = actualZNear;
1055 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001056
1057 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1058 {
1059 return false; // Nothing to render
1060 }
1061
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001062 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1063 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001064 if (viewportChanged)
1065 {
1066 mDevice->SetViewport(&dxViewport);
1067
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001068 mCurViewport = actualViewport;
1069 mCurNear = actualZNear;
1070 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001071
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001072 dx_VertexConstants vc = {0};
1073 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001074
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001075 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1076 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1077 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1078 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001079
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001080 pc.viewCoords[0] = actualViewport.width * 0.5f;
1081 pc.viewCoords[1] = actualViewport.height * 0.5f;
1082 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1083 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001084
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001085 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1086 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1087 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1088
1089 vc.depthRange[0] = actualZNear;
1090 vc.depthRange[1] = actualZFar;
1091 vc.depthRange[2] = actualZFar - actualZNear;
1092
1093 pc.depthRange[0] = actualZNear;
1094 pc.depthRange[1] = actualZFar;
1095 pc.depthRange[2] = actualZFar - actualZNear;
1096
1097 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1098 {
1099 mVertexConstants = vc;
1100 mDxUniformsDirty = true;
1101 }
1102
1103 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1104 {
1105 mPixelConstants = pc;
1106 mDxUniformsDirty = true;
1107 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001108 }
1109
1110 mForceSetViewport = false;
1111 return true;
1112}
1113
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001114bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1115{
1116 switch (mode)
1117 {
1118 case GL_POINTS:
1119 mPrimitiveType = D3DPT_POINTLIST;
1120 mPrimitiveCount = count;
1121 break;
1122 case GL_LINES:
1123 mPrimitiveType = D3DPT_LINELIST;
1124 mPrimitiveCount = count / 2;
1125 break;
1126 case GL_LINE_LOOP:
1127 mPrimitiveType = D3DPT_LINESTRIP;
1128 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1129 break;
1130 case GL_LINE_STRIP:
1131 mPrimitiveType = D3DPT_LINESTRIP;
1132 mPrimitiveCount = count - 1;
1133 break;
1134 case GL_TRIANGLES:
1135 mPrimitiveType = D3DPT_TRIANGLELIST;
1136 mPrimitiveCount = count / 3;
1137 break;
1138 case GL_TRIANGLE_STRIP:
1139 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1140 mPrimitiveCount = count - 2;
1141 break;
1142 case GL_TRIANGLE_FAN:
1143 mPrimitiveType = D3DPT_TRIANGLEFAN;
1144 mPrimitiveCount = count - 2;
1145 break;
1146 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001147 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001148 }
1149
1150 return mPrimitiveCount > 0;
1151}
1152
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001153
1154gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1155{
1156 if (!depthbuffer)
1157 {
1158 ERR("Unexpected null depthbuffer for depth-only FBO.");
1159 return NULL;
1160 }
1161
1162 GLsizei width = depthbuffer->getWidth();
1163 GLsizei height = depthbuffer->getHeight();
1164
1165 // search cached nullcolorbuffers
1166 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1167 {
1168 if (mNullColorbufferCache[i].buffer != NULL &&
1169 mNullColorbufferCache[i].width == width &&
1170 mNullColorbufferCache[i].height == height)
1171 {
1172 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1173 return mNullColorbufferCache[i].buffer;
1174 }
1175 }
1176
1177 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1178
1179 // add nullbuffer to the cache
1180 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1181 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1182 {
1183 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1184 {
1185 oldest = &mNullColorbufferCache[i];
1186 }
1187 }
1188
1189 delete oldest->buffer;
1190 oldest->buffer = nullbuffer;
1191 oldest->lruCount = ++mMaxNullColorbufferLRU;
1192 oldest->width = width;
1193 oldest->height = height;
1194
1195 return nullbuffer;
1196}
1197
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001198bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001199{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001200 // if there is no color attachment we must synthesize a NULL colorattachment
1201 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1202 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001203 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001204 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001205 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001206 }
1207 else
1208 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001209 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001210 }
1211 if (!renderbufferObject)
1212 {
1213 ERR("unable to locate renderbuffer for FBO.");
1214 return false;
1215 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001216
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001217 bool renderTargetChanged = false;
1218 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1219 if (renderTargetSerial != mAppliedRenderTargetSerial)
1220 {
1221 // Apply the render target on the device
1222 IDirect3DSurface9 *renderTargetSurface = NULL;
1223
1224 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1225 if (renderTarget)
1226 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001227 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001228 }
1229
1230 if (!renderTargetSurface)
1231 {
1232 ERR("render target pointer unexpectedly null.");
1233 return false; // Context must be lost
1234 }
1235
1236 mDevice->SetRenderTarget(0, renderTargetSurface);
1237 renderTargetSurface->Release();
1238
1239 mAppliedRenderTargetSerial = renderTargetSerial;
1240 renderTargetChanged = true;
1241 }
1242
1243 gl::Renderbuffer *depthStencil = NULL;
1244 unsigned int depthbufferSerial = 0;
1245 unsigned int stencilbufferSerial = 0;
1246 if (framebuffer->getDepthbufferType() != GL_NONE)
1247 {
1248 depthStencil = framebuffer->getDepthbuffer();
1249 if (!depthStencil)
1250 {
1251 ERR("Depth stencil pointer unexpectedly null.");
1252 return false;
1253 }
1254
1255 depthbufferSerial = depthStencil->getSerial();
1256 }
1257 else if (framebuffer->getStencilbufferType() != GL_NONE)
1258 {
1259 depthStencil = framebuffer->getStencilbuffer();
1260 if (!depthStencil)
1261 {
1262 ERR("Depth stencil pointer unexpectedly null.");
1263 return false;
1264 }
1265
1266 stencilbufferSerial = depthStencil->getSerial();
1267 }
1268
1269 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1270 stencilbufferSerial != mAppliedStencilbufferSerial ||
1271 !mDepthStencilInitialized)
1272 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001273 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001274 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001275
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001276 // Apply the depth stencil on the device
1277 if (depthStencil)
1278 {
1279 IDirect3DSurface9 *depthStencilSurface = NULL;
1280 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1281
1282 if (depthStencilRenderTarget)
1283 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001284 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001285 }
1286
1287 if (!depthStencilSurface)
1288 {
1289 ERR("depth stencil pointer unexpectedly null.");
1290 return false; // Context must be lost
1291 }
1292
1293 mDevice->SetDepthStencilSurface(depthStencilSurface);
1294 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001295
1296 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001297 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001298 }
1299 else
1300 {
1301 mDevice->SetDepthStencilSurface(NULL);
1302 }
1303
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001304 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1305 {
1306 mCurDepthSize = depthSize;
1307 mForceSetRasterState = true;
1308 }
1309
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001310 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1311 {
1312 mCurStencilSize = stencilSize;
1313 mForceSetDepthStencilState = true;
1314 }
1315
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001316 mAppliedDepthbufferSerial = depthbufferSerial;
1317 mAppliedStencilbufferSerial = stencilbufferSerial;
1318 mDepthStencilInitialized = true;
1319 }
1320
1321 if (renderTargetChanged || !mRenderTargetDescInitialized)
1322 {
1323 mForceSetScissor = true;
1324 mForceSetViewport = true;
1325
1326 mRenderTargetDesc.width = renderbufferObject->getWidth();
1327 mRenderTargetDesc.height = renderbufferObject->getHeight();
1328 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1329 mRenderTargetDescInitialized = true;
1330 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001331
1332 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001333}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001334
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001335GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001336{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001337 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001338 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1339 if (err != GL_NO_ERROR)
1340 {
1341 return err;
1342 }
1343
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001344 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1345}
1346
1347// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001348GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001349{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001350 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001351
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001352 if (err == GL_NO_ERROR)
1353 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001354 // Directly binding the storage buffer is not supported for d3d9
1355 ASSERT(indexInfo->storage == NULL);
1356
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001357 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001358 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001359 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1360
1361 mDevice->SetIndices(indexBuffer->getBuffer());
1362 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001363 }
1364 }
1365
1366 return err;
1367}
1368
1369void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1370{
1371 startScene();
1372
1373 if (mode == GL_LINE_LOOP)
1374 {
1375 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1376 }
1377 else if (instances > 0)
1378 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001379 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001380 if (countingIB)
1381 {
1382 if (mAppliedIBSerial != countingIB->getSerial())
1383 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001384 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1385
1386 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001387 mAppliedIBSerial = countingIB->getSerial();
1388 }
1389
1390 for (int i = 0; i < mRepeatDraw; i++)
1391 {
1392 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1393 }
1394 }
1395 else
1396 {
1397 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001398 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001399 }
1400 }
1401 else // Regular case
1402 {
1403 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1404 }
1405}
1406
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001407void 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 +00001408{
1409 startScene();
1410
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001411 if (mode == GL_POINTS)
1412 {
1413 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1414 }
1415 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001416 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001417 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001418 }
1419 else
1420 {
1421 for (int i = 0; i < mRepeatDraw; i++)
1422 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001423 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1424 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001425 }
1426 }
1427}
1428
1429void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1430{
1431 // Get the raw indices for an indexed draw
1432 if (type != GL_NONE && elementArrayBuffer)
1433 {
1434 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001435 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001436 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001437 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001438 }
1439
1440 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001441
1442 if (get32BitIndexSupport())
1443 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001444 if (!mLineLoopIB)
1445 {
1446 mLineLoopIB = new StreamingIndexBufferInterface(this);
1447 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1448 {
1449 delete mLineLoopIB;
1450 mLineLoopIB = NULL;
1451
1452 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001453 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001454 }
1455 }
1456
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001457 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001458 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001459 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001460 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001461 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001462 }
1463
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001464 void* mappedMemory = NULL;
1465 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1466 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001469 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001470 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001471
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 startIndex = static_cast<UINT>(offset) / 4;
1473 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1474
1475 switch (type)
1476 {
1477 case GL_NONE: // Non-indexed draw
1478 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001479 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001481 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001482 data[count] = 0;
1483 break;
1484 case GL_UNSIGNED_BYTE:
1485 for (int i = 0; i < count; i++)
1486 {
1487 data[i] = static_cast<const GLubyte*>(indices)[i];
1488 }
1489 data[count] = static_cast<const GLubyte*>(indices)[0];
1490 break;
1491 case GL_UNSIGNED_SHORT:
1492 for (int i = 0; i < count; i++)
1493 {
1494 data[i] = static_cast<const GLushort*>(indices)[i];
1495 }
1496 data[count] = static_cast<const GLushort*>(indices)[0];
1497 break;
1498 case GL_UNSIGNED_INT:
1499 for (int i = 0; i < count; i++)
1500 {
1501 data[i] = static_cast<const GLuint*>(indices)[i];
1502 }
1503 data[count] = static_cast<const GLuint*>(indices)[0];
1504 break;
1505 default: UNREACHABLE();
1506 }
1507
1508 if (!mLineLoopIB->unmapBuffer())
1509 {
1510 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001511 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001512 }
1513 }
1514 else
1515 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001516 if (!mLineLoopIB)
1517 {
1518 mLineLoopIB = new StreamingIndexBufferInterface(this);
1519 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1520 {
1521 delete mLineLoopIB;
1522 mLineLoopIB = NULL;
1523
1524 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001525 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001526 }
1527 }
1528
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001529 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001530 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001531 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001532 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001533 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001534 }
1535
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 void* mappedMemory = NULL;
1537 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1538 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001539 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001541 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001542 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001543
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 startIndex = static_cast<UINT>(offset) / 2;
1545 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1546
1547 switch (type)
1548 {
1549 case GL_NONE: // Non-indexed draw
1550 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001551 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001553 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 data[count] = 0;
1555 break;
1556 case GL_UNSIGNED_BYTE:
1557 for (int i = 0; i < count; i++)
1558 {
1559 data[i] = static_cast<const GLubyte*>(indices)[i];
1560 }
1561 data[count] = static_cast<const GLubyte*>(indices)[0];
1562 break;
1563 case GL_UNSIGNED_SHORT:
1564 for (int i = 0; i < count; i++)
1565 {
1566 data[i] = static_cast<const GLushort*>(indices)[i];
1567 }
1568 data[count] = static_cast<const GLushort*>(indices)[0];
1569 break;
1570 case GL_UNSIGNED_INT:
1571 for (int i = 0; i < count; i++)
1572 {
1573 data[i] = static_cast<const GLuint*>(indices)[i];
1574 }
1575 data[count] = static_cast<const GLuint*>(indices)[0];
1576 break;
1577 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001578 }
1579
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001580 if (!mLineLoopIB->unmapBuffer())
1581 {
1582 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001583 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001584 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001585 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001586
1587 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001588 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001589 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1590
1591 mDevice->SetIndices(indexBuffer->getBuffer());
1592 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001593 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001594
1595 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001596}
1597
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001598template <typename T>
1599static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1600{
1601 for (int i = 0; i < count; i++)
1602 {
1603 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1604 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1605 }
1606}
1607
1608void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1609{
1610 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1611 // for each individual point. This call is not expected to happen often.
1612
1613 if (elementArrayBuffer)
1614 {
1615 BufferStorage *storage = elementArrayBuffer->getStorage();
1616 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1617 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1618 }
1619
1620 switch (type)
1621 {
1622 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1623 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1624 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1625 default: UNREACHABLE();
1626 }
1627}
1628
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001629void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1630{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001631 unsigned int programBinarySerial = programBinary->getSerial();
1632 if (programBinarySerial != mAppliedProgramBinarySerial)
1633 {
1634 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1635 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001636
daniel@transgaming.come4991412012-12-20 20:55:34 +00001637 IDirect3DVertexShader9 *vertexShader = NULL;
1638 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001639
daniel@transgaming.come4991412012-12-20 20:55:34 +00001640 IDirect3DPixelShader9 *pixelShader = NULL;
1641 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001642
daniel@transgaming.come4991412012-12-20 20:55:34 +00001643 mDevice->SetPixelShader(pixelShader);
1644 mDevice->SetVertexShader(vertexShader);
1645 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001646 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001647
1648 mAppliedProgramBinarySerial = programBinarySerial;
1649 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001650}
1651
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001652void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001653{
1654 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1655 {
1656 gl::Uniform *targetUniform = *ub;
1657
1658 if (targetUniform->dirty)
1659 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001660 GLfloat *f = (GLfloat*)targetUniform->data;
1661 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001662
1663 switch (targetUniform->type)
1664 {
1665 case GL_SAMPLER_2D:
1666 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001667 break;
1668 case GL_BOOL:
1669 case GL_BOOL_VEC2:
1670 case GL_BOOL_VEC3:
1671 case GL_BOOL_VEC4:
1672 applyUniformnbv(targetUniform, i);
1673 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001674 case GL_FLOAT:
1675 case GL_FLOAT_VEC2:
1676 case GL_FLOAT_VEC3:
1677 case GL_FLOAT_VEC4:
1678 case GL_FLOAT_MAT2:
1679 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001680 case GL_FLOAT_MAT4:
1681 applyUniformnfv(targetUniform, f);
1682 break;
1683 case GL_INT:
1684 case GL_INT_VEC2:
1685 case GL_INT_VEC3:
1686 case GL_INT_VEC4:
1687 applyUniformniv(targetUniform, i);
1688 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001689 default:
1690 UNREACHABLE();
1691 }
1692
1693 targetUniform->dirty = false;
1694 }
1695 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001696
1697 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001698 if (mDxUniformsDirty)
1699 {
1700 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1701 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1702 mDxUniformsDirty = false;
1703 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001704}
1705
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001706void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001707{
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001708 if (targetUniform->isReferencedByFragmentShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001709 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001710 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001711 }
1712
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001713 if (targetUniform->isReferencedByVertexShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001714 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001715 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001716 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001717}
1718
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001719void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001720{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001721 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1722 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001723
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001724 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001726 vector[i][0] = (GLfloat)v[4 * i + 0];
1727 vector[i][1] = (GLfloat)v[4 * i + 1];
1728 vector[i][2] = (GLfloat)v[4 * i + 2];
1729 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730 }
1731
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001732 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001733}
1734
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001735void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001736{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001737 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1738 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001739
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001740 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001741 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001742 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1743 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1744 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1745 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001746 }
1747
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001748 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001749}
1750
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001751void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001752{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001753 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1754 gl::unorm<8>(clearParams.colorClearValue.red),
1755 gl::unorm<8>(clearParams.colorClearValue.green),
1756 gl::unorm<8>(clearParams.colorClearValue.blue));
1757 float depth = gl::clamp01(clearParams.depthClearValue);
1758 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001759
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001760 unsigned int stencilUnmasked = 0x0;
1761 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1762 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001763 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1764 getCurrentClientVersion());
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001765 stencilUnmasked = (0x1 << stencilSize) - 1;
1766 }
1767
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001768 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1769 clearParams.colorMaskAlpha;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001770
1771 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1772 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1773 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1774 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1775 clearParams.colorMaskBlue && alphaUnmasked);
1776
1777 if (needMaskedColorClear || needMaskedStencilClear)
1778 {
1779 // State which is altered in all paths from this point to the clear call is saved.
1780 // State which is altered in only some paths will be flagged dirty in the case that
1781 // that path is taken.
1782 HRESULT hr;
1783 if (mMaskedClearSavedState == NULL)
1784 {
1785 hr = mDevice->BeginStateBlock();
1786 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1787
1788 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1789 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1790 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1791 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1792 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1793 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1794 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1795 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1796 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1797 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1798 mDevice->SetPixelShader(NULL);
1799 mDevice->SetVertexShader(NULL);
1800 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1801 mDevice->SetStreamSource(0, NULL, 0, 0);
1802 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1803 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1804 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1805 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1806 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1807 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1808 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1809
1810 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1811 {
1812 mDevice->SetStreamSourceFreq(i, 1);
1813 }
1814
1815 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1816 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1817 }
1818
1819 ASSERT(mMaskedClearSavedState != NULL);
1820
1821 if (mMaskedClearSavedState != NULL)
1822 {
1823 hr = mMaskedClearSavedState->Capture();
1824 ASSERT(SUCCEEDED(hr));
1825 }
1826
1827 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1828 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1829 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1830 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1831 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1832 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1833 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1834 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1835
1836 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1837 {
1838 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1839 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1840 clearParams.colorMaskGreen,
1841 clearParams.colorMaskBlue,
1842 clearParams.colorMaskAlpha));
1843 }
1844 else
1845 {
1846 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1847 }
1848
1849 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1850 {
1851 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1852 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1853 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1854 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1855 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1856 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1857 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1858 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1859 }
1860 else
1861 {
1862 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1863 }
1864
1865 mDevice->SetPixelShader(NULL);
1866 mDevice->SetVertexShader(NULL);
1867 mDevice->SetFVF(D3DFVF_XYZRHW);
1868 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1869 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1870 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1871 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1872 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1873 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1874 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1875
1876 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1877 {
1878 mDevice->SetStreamSourceFreq(i, 1);
1879 }
1880
1881 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1882 quad[0][0] = -0.5f;
1883 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1884 quad[0][2] = 0.0f;
1885 quad[0][3] = 1.0f;
1886
1887 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1888 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1889 quad[1][2] = 0.0f;
1890 quad[1][3] = 1.0f;
1891
1892 quad[2][0] = -0.5f;
1893 quad[2][1] = -0.5f;
1894 quad[2][2] = 0.0f;
1895 quad[2][3] = 1.0f;
1896
1897 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1898 quad[3][1] = -0.5f;
1899 quad[3][2] = 0.0f;
1900 quad[3][3] = 1.0f;
1901
1902 startScene();
1903 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1904
1905 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1906 {
1907 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1908 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1909 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1910 }
1911
1912 if (mMaskedClearSavedState != NULL)
1913 {
1914 mMaskedClearSavedState->Apply();
1915 }
1916 }
1917 else if (clearParams.mask)
1918 {
1919 DWORD dxClearFlags = 0;
1920 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1921 {
1922 dxClearFlags |= D3DCLEAR_TARGET;
1923 }
1924 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1925 {
1926 dxClearFlags |= D3DCLEAR_ZBUFFER;
1927 }
1928 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1929 {
1930 dxClearFlags |= D3DCLEAR_STENCIL;
1931 }
1932
1933 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1934 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001935}
1936
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001937void Renderer9::markAllStateDirty()
1938{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001939 mAppliedRenderTargetSerial = 0;
1940 mAppliedDepthbufferSerial = 0;
1941 mAppliedStencilbufferSerial = 0;
1942 mDepthStencilInitialized = false;
1943 mRenderTargetDescInitialized = false;
1944
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001945 mForceSetDepthStencilState = true;
1946 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001947 mForceSetScissor = true;
1948 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001949 mForceSetBlendState = true;
1950
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001951 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001952 {
1953 mForceSetVertexSamplerStates[i] = true;
1954 mCurVertexTextureSerials[i] = 0;
1955 }
1956 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1957 {
1958 mForceSetPixelSamplerStates[i] = true;
1959 mCurPixelTextureSerials[i] = 0;
1960 }
1961
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001962 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001963 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001964 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001965
1966 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001967}
1968
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001969void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001970{
1971 while (!mEventQueryPool.empty())
1972 {
1973 mEventQueryPool.back()->Release();
1974 mEventQueryPool.pop_back();
1975 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001976
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001977 if (mMaskedClearSavedState)
1978 {
1979 mMaskedClearSavedState->Release();
1980 mMaskedClearSavedState = NULL;
1981 }
1982
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001983 mVertexShaderCache.clear();
1984 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001985
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001986 delete mBlit;
1987 mBlit = NULL;
1988
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001989 delete mVertexDataManager;
1990 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001991
1992 delete mIndexDataManager;
1993 mIndexDataManager = NULL;
1994
1995 delete mLineLoopIB;
1996 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001997
1998 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1999 {
2000 delete mNullColorbufferCache[i].buffer;
2001 mNullColorbufferCache[i].buffer = NULL;
2002 }
2003
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002004}
2005
2006
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002007void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002008{
2009 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002010 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002011}
2012
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002013bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002014{
2015 return mDeviceLost;
2016}
2017
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002018// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002019bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002020{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002021 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002022
2023 if (mDeviceEx)
2024 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002025 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002026 }
2027 else if (mDevice)
2028 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002029 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002030 }
2031 else
2032 {
2033 // No device yet, so no reset required
2034 }
2035
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002036 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2037
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002038 if (isLost)
2039 {
2040 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002041 // we'll probably get this done again by notifyDeviceLost
2042 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002043 // Note that we don't want to clear the device loss status here
2044 // -- this needs to be done by resetDevice
2045 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002046 if (notify)
2047 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002048 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002049 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002050 }
2051
2052 return isLost;
2053}
2054
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002055bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002056{
2057 HRESULT status = D3D_OK;
2058
2059 if (mDeviceEx)
2060 {
2061 status = mDeviceEx->CheckDeviceState(NULL);
2062 }
2063 else if (mDevice)
2064 {
2065 status = mDevice->TestCooperativeLevel();
2066 }
2067
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002068 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002069 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002070 switch (status)
2071 {
2072 case D3DERR_DEVICENOTRESET:
2073 case D3DERR_DEVICEHUNG:
2074 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002075 case D3DERR_DEVICELOST:
2076 return (mDeviceEx != NULL);
2077 case D3DERR_DEVICEREMOVED:
2078 UNIMPLEMENTED();
2079 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002080 default:
2081 return false;
2082 }
2083}
2084
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002085bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002086{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002087 releaseDeviceResources();
2088
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002089 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2090
2091 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002092 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002093 int attempts = 3;
2094
2095 while (lost && attempts > 0)
2096 {
2097 if (mDeviceEx)
2098 {
2099 Sleep(500); // Give the graphics driver some CPU time
2100 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2101 }
2102 else
2103 {
2104 result = mDevice->TestCooperativeLevel();
2105 while (result == D3DERR_DEVICELOST)
2106 {
2107 Sleep(100); // Give the graphics driver some CPU time
2108 result = mDevice->TestCooperativeLevel();
2109 }
2110
2111 if (result == D3DERR_DEVICENOTRESET)
2112 {
2113 result = mDevice->Reset(&presentParameters);
2114 }
2115 }
2116
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002117 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002118 attempts --;
2119 }
2120
2121 if (FAILED(result))
2122 {
2123 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2124 return false;
2125 }
2126
2127 // reset device defaults
2128 initializeDevice();
2129 mDeviceLost = false;
2130
2131 return true;
2132}
2133
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002134DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002135{
2136 return mAdapterIdentifier.VendorId;
2137}
2138
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002139std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002140{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002141 std::ostringstream rendererString;
2142
2143 rendererString << mAdapterIdentifier.Description;
2144 if (getShareHandleSupport())
2145 {
2146 rendererString << " Direct3D9Ex";
2147 }
2148 else
2149 {
2150 rendererString << " Direct3D9";
2151 }
2152
2153 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2154 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2155
2156 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002157}
2158
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002159GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002160{
2161 return mAdapterIdentifier.DeviceIdentifier;
2162}
2163
Geoff Lang61e49a52013-05-29 10:22:58 -04002164Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002165{
Geoff Lang61e49a52013-05-29 10:22:58 -04002166 MultisampleSupportInfo support = { 0 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002167
Geoff Lang61e49a52013-05-29 10:22:58 -04002168 for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++)
2169 {
2170 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE,
2171 (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2172
2173 if (SUCCEEDED(result))
2174 {
2175 support.supportedSamples[multiSampleIndex] = true;
2176 if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE)
2177 {
2178 support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex);
2179 }
2180 }
2181 else
2182 {
2183 support.supportedSamples[multiSampleIndex] = false;
2184 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002185 }
Geoff Lang61e49a52013-05-29 10:22:58 -04002186
2187 return support;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002188}
2189
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002190bool Renderer9::getBGRATextureSupport() const
2191{
2192 // DirectX 9 always supports BGRA
2193 return true;
2194}
2195
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002196bool Renderer9::getDXT1TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002197{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002198 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002199}
2200
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002201bool Renderer9::getDXT3TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002202{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002203 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204}
2205
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002206bool Renderer9::getDXT5TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002207{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002208 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002209}
2210
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002211bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002212{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002213 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002214}
2215
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002216bool Renderer9::getFloat32TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002217{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002218 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002219}
2220
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002221bool Renderer9::getFloat32TextureFilteringSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002222{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002223 return mFloat32FilterSupport;
2224}
2225
2226bool Renderer9::getFloat32TextureRenderingSupport() const
2227{
2228 return mFloat32RenderSupport;
2229}
2230
2231bool Renderer9::getFloat16TextureSupport() const
2232{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002233 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002234}
2235
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002236bool Renderer9::getFloat16TextureFilteringSupport() const
2237{
2238 return mFloat16FilterSupport;
2239}
2240
2241bool Renderer9::getFloat16TextureRenderingSupport() const
2242{
2243 return mFloat16RenderSupport;
2244}
2245
2246bool Renderer9::getLuminanceTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002247{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002248 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002249}
2250
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002251bool Renderer9::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002252{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002253 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002254}
2255
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002256bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002257{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002258 return mSupportsTextureFilterAnisotropy;
2259}
2260
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002261float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002262{
2263 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002264 {
shannon.woods%transgaming.com@gtempaccount.com6b731912013-04-13 03:35:19 +00002265 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002266 }
2267 return 1.0f;
2268}
2269
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002270bool Renderer9::getEventQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002271{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002272 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002273}
2274
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002275unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002276{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002277 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2278 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002279}
2280
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002281unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2282{
2283 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2284}
2285
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002286unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002287{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002288 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002289}
2290
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002291unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002292{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002293 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002294}
2295
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002296unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002297{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002298 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2299}
2300
2301unsigned int Renderer9::getMaxFragmentUniformVectors() const
2302{
2303 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2304
2305 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2306}
2307
2308unsigned int Renderer9::getMaxVaryingVectors() const
2309{
2310 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002311}
2312
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002313unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
2314{
2315 return 0;
2316}
2317
2318unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
2319{
2320 return 0;
2321}
2322
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002323unsigned int Renderer9::getReservedVertexUniformBuffers() const
2324{
2325 return 0;
2326}
2327
2328unsigned int Renderer9::getReservedFragmentUniformBuffers() const
2329{
2330 return 0;
2331}
2332
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002333unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
2334{
2335 return 0;
2336}
2337
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002338unsigned int Renderer9::getMaxUniformBufferSize() const
2339{
2340 return 0;
2341}
2342
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002343bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002344{
2345 return mSupportsNonPower2Textures;
2346}
2347
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002348bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002349{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002350 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002351}
2352
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002353bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002354{
2355 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2356}
2357
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002358bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002359{
2360 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002361 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002362}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002363
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002364bool Renderer9::getDerivativeInstructionSupport() const
2365{
2366 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2367}
2368
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002369bool Renderer9::getPostSubBufferSupport() const
2370{
2371 return true;
2372}
2373
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002374int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002375{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002376 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002377}
2378
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002379float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002380{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002381 // Point size clamped at 1.0f for SM2
2382 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002383}
2384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002385int Renderer9::getMaxViewportDimension() const
2386{
2387 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002388 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002389 return maxTextureDimension;
2390}
2391
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002392int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002393{
2394 return (int)mDeviceCaps.MaxTextureWidth;
2395}
2396
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002397int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002398{
2399 return (int)mDeviceCaps.MaxTextureHeight;
2400}
2401
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002402int Renderer9::getMaxTextureDepth() const
2403{
2404 // 3D textures are not available in the D3D9 backend.
2405 return 1;
2406}
2407
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002408int Renderer9::getMaxTextureArrayLayers() const
2409{
2410 // 2D array textures are not available in the D3D9 backend.
2411 return 1;
2412}
2413
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002414bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002415{
2416 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2417}
2418
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002419DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002420{
2421 return mDeviceCaps.DeclTypes;
2422}
2423
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002424int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002425{
2426 return mMinSwapInterval;
2427}
2428
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002429int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002430{
2431 return mMaxSwapInterval;
2432}
2433
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002434int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002435{
2436 return mMaxSupportedSamples;
2437}
2438
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002439int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002440{
2441 if (requested == 0)
2442 {
2443 return requested;
2444 }
2445
Geoff Lang61e49a52013-05-29 10:22:58 -04002446 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002447 if (itr == mMultiSampleSupport.end())
2448 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002449 if (format == D3DFMT_UNKNOWN)
2450 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002451 return -1;
2452 }
2453
Geoff Lang61e49a52013-05-29 10:22:58 -04002454 for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002455 {
Geoff Lang61e49a52013-05-29 10:22:58 -04002456 if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002457 {
2458 return i;
2459 }
2460 }
2461
2462 return -1;
2463}
2464
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002465unsigned int Renderer9::getMaxRenderTargets() const
2466{
2467 // we do not support MRT in d3d9
2468 return 1;
2469}
2470
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002471D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2472{
2473 switch (internalformat)
2474 {
2475 case GL_DEPTH_COMPONENT16:
2476 case GL_DEPTH_COMPONENT32_OES:
2477 case GL_DEPTH24_STENCIL8_OES:
2478 return D3DFMT_INTZ;
2479 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2480 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2481 return D3DFMT_DXT1;
2482 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2483 return D3DFMT_DXT3;
2484 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2485 return D3DFMT_DXT5;
2486 case GL_RGBA32F_EXT:
2487 case GL_RGB32F_EXT:
2488 case GL_ALPHA32F_EXT:
2489 case GL_LUMINANCE32F_EXT:
2490 case GL_LUMINANCE_ALPHA32F_EXT:
2491 return D3DFMT_A32B32G32R32F;
2492 case GL_RGBA16F_EXT:
2493 case GL_RGB16F_EXT:
2494 case GL_ALPHA16F_EXT:
2495 case GL_LUMINANCE16F_EXT:
2496 case GL_LUMINANCE_ALPHA16F_EXT:
2497 return D3DFMT_A16B16G16R16F;
2498 case GL_LUMINANCE8_EXT:
2499 if (getLuminanceTextureSupport())
2500 {
2501 return D3DFMT_L8;
2502 }
2503 break;
2504 case GL_LUMINANCE8_ALPHA8_EXT:
2505 if (getLuminanceAlphaTextureSupport())
2506 {
2507 return D3DFMT_A8L8;
2508 }
2509 break;
2510 case GL_RGB8_OES:
2511 case GL_RGB565:
2512 return D3DFMT_X8R8G8B8;
2513 }
2514
2515 return D3DFMT_A8R8G8B8;
2516}
2517
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002518bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002519{
2520 bool result = false;
2521
2522 if (source && dest)
2523 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002524 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2525 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002526
2527 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002528 for (int i = 0; i < levels; ++i)
2529 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002530 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2531 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002532
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002533 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002534
2535 if (srcSurf) srcSurf->Release();
2536 if (dstSurf) dstSurf->Release();
2537
2538 if (!result)
2539 return false;
2540 }
2541 }
2542
2543 return result;
2544}
2545
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002546bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002547{
2548 bool result = false;
2549
2550 if (source && dest)
2551 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002552 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2553 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002554 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002555 for (int f = 0; f < 6; f++)
2556 {
2557 for (int i = 0; i < levels; i++)
2558 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002559 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2560 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002561
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002562 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002563
2564 if (srcSurf) srcSurf->Release();
2565 if (dstSurf) dstSurf->Release();
2566
2567 if (!result)
2568 return false;
2569 }
2570 }
2571 }
2572
2573 return result;
2574}
2575
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002576bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2577{
2578 // 3D textures are not available in the D3D9 backend.
2579 UNREACHABLE();
2580 return false;
2581}
2582
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002583bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2584{
2585 // 2D array textures are not supported by the D3D9 backend.
2586 UNREACHABLE();
2587 return false;
2588}
2589
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002590D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002591{
2592 if (mD3d9Ex != NULL)
2593 {
2594 return D3DPOOL_DEFAULT;
2595 }
2596 else
2597 {
2598 if (!(usage & D3DUSAGE_DYNAMIC))
2599 {
2600 return D3DPOOL_MANAGED;
2601 }
2602 }
2603
2604 return D3DPOOL_DEFAULT;
2605}
2606
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002607bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002608 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002609{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002610 RECT rect;
2611 rect.left = sourceRect.x;
2612 rect.top = sourceRect.y;
2613 rect.right = sourceRect.x + sourceRect.width;
2614 rect.bottom = sourceRect.y + sourceRect.height;
2615
2616 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002617}
2618
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002619bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002620 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002621{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002622 RECT rect;
2623 rect.left = sourceRect.x;
2624 rect.top = sourceRect.y;
2625 rect.right = sourceRect.x + sourceRect.width;
2626 rect.bottom = sourceRect.y + sourceRect.height;
2627
2628 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002629}
2630
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002631bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2632 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2633{
2634 // 3D textures are not available in the D3D9 backend.
2635 UNREACHABLE();
2636 return false;
2637}
2638
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002639bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2640 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2641{
2642 // 2D array textures are not available in the D3D9 backend.
2643 UNREACHABLE();
2644 return false;
2645}
2646
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002647bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002648 bool blitRenderTarget, bool blitDepthStencil)
2649{
2650 endScene();
2651
2652 if (blitRenderTarget)
2653 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002654 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2655 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002656 RenderTarget9 *readRenderTarget = NULL;
2657 RenderTarget9 *drawRenderTarget = NULL;
2658 IDirect3DSurface9* readSurface = NULL;
2659 IDirect3DSurface9* drawSurface = NULL;
2660
2661 if (readBuffer)
2662 {
2663 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2664 }
2665 if (drawBuffer)
2666 {
2667 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2668 }
2669
2670 if (readRenderTarget)
2671 {
2672 readSurface = readRenderTarget->getSurface();
2673 }
2674 if (drawRenderTarget)
2675 {
2676 drawSurface = drawRenderTarget->getSurface();
2677 }
2678
2679 if (!readSurface || !drawSurface)
2680 {
2681 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002682 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002683 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002684
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002685 RECT srcRect;
2686 srcRect.left = readRect.x;
2687 srcRect.right = readRect.x + readRect.width;
2688 srcRect.top = readRect.y;
2689 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002690
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002691 RECT dstRect;
2692 dstRect.left = drawRect.x;
2693 dstRect.right = drawRect.x + drawRect.width;
2694 dstRect.top = drawRect.y;
2695 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002696
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002697 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002698
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002699 readSurface->Release();
2700 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002701
2702 if (FAILED(result))
2703 {
2704 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2705 return false;
2706 }
2707 }
2708
2709 if (blitDepthStencil)
2710 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002711 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2712 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2713 RenderTarget9 *readDepthStencil = NULL;
2714 RenderTarget9 *drawDepthStencil = NULL;
2715 IDirect3DSurface9* readSurface = NULL;
2716 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002717
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002718 if (readBuffer)
2719 {
2720 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2721 }
2722 if (drawBuffer)
2723 {
2724 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2725 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002726
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002727 if (readDepthStencil)
2728 {
2729 readSurface = readDepthStencil->getSurface();
2730 }
2731 if (drawDepthStencil)
2732 {
2733 drawSurface = drawDepthStencil->getSurface();
2734 }
2735
2736 if (!readSurface || !drawSurface)
2737 {
2738 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002739 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002740 }
2741
2742 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2743
2744 readSurface->Release();
2745 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002746
2747 if (FAILED(result))
2748 {
2749 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2750 return false;
2751 }
2752 }
2753
2754 return true;
2755}
2756
2757void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2758 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2759{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002760 RenderTarget9 *renderTarget = NULL;
2761 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002762 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002763
2764 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002765 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002766 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2767 }
2768
2769 if (renderTarget)
2770 {
2771 surface = renderTarget->getSurface();
2772 }
2773
2774 if (!surface)
2775 {
2776 // context must be lost
2777 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002778 }
2779
2780 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002781 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002782
2783 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2784 {
2785 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002786 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002787 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002788 }
2789
2790 HRESULT result;
2791 IDirect3DSurface9 *systemSurface = NULL;
2792 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2793 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2794 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2795 if (directToPixels)
2796 {
2797 // Use the pixels ptr as a shared handle to write directly into client's memory
2798 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2799 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2800 if (FAILED(result))
2801 {
2802 // Try again without the shared handle
2803 directToPixels = false;
2804 }
2805 }
2806
2807 if (!directToPixels)
2808 {
2809 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2810 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2811 if (FAILED(result))
2812 {
2813 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002814 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002815 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002816 }
2817 }
2818
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002819 result = mDevice->GetRenderTargetData(surface, systemSurface);
2820 surface->Release();
2821 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002822
2823 if (FAILED(result))
2824 {
2825 systemSurface->Release();
2826
2827 // It turns out that D3D will sometimes produce more error
2828 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002829 if (d3d9::isDeviceLostError(result))
2830 {
2831 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002832 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002833 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002834 else
2835 {
2836 UNREACHABLE();
2837 return;
2838 }
2839
2840 }
2841
2842 if (directToPixels)
2843 {
2844 systemSurface->Release();
2845 return;
2846 }
2847
2848 RECT rect;
2849 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2850 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2851 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2852 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2853
2854 D3DLOCKED_RECT lock;
2855 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2856
2857 if (FAILED(result))
2858 {
2859 UNREACHABLE();
2860 systemSurface->Release();
2861
2862 return; // No sensible error to generate
2863 }
2864
2865 unsigned char *dest = (unsigned char*)pixels;
2866 unsigned short *dest16 = (unsigned short*)pixels;
2867
2868 unsigned char *source;
2869 int inputPitch;
2870 if (packReverseRowOrder)
2871 {
2872 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2873 inputPitch = -lock.Pitch;
2874 }
2875 else
2876 {
2877 source = (unsigned char*)lock.pBits;
2878 inputPitch = lock.Pitch;
2879 }
2880
2881 unsigned int fastPixelSize = 0;
2882
2883 if (desc.Format == D3DFMT_A8R8G8B8 &&
2884 format == GL_BGRA_EXT &&
2885 type == GL_UNSIGNED_BYTE)
2886 {
2887 fastPixelSize = 4;
2888 }
2889 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2890 format == GL_BGRA_EXT &&
2891 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2892 (desc.Format == D3DFMT_A1R5G5B5 &&
2893 format == GL_BGRA_EXT &&
2894 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2895 {
2896 fastPixelSize = 2;
2897 }
2898 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2899 format == GL_RGBA &&
2900 type == GL_HALF_FLOAT_OES)
2901 {
2902 fastPixelSize = 8;
2903 }
2904 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2905 format == GL_RGBA &&
2906 type == GL_FLOAT)
2907 {
2908 fastPixelSize = 16;
2909 }
2910
2911 for (int j = 0; j < rect.bottom - rect.top; j++)
2912 {
2913 if (fastPixelSize != 0)
2914 {
2915 // Fast path for formats which require no translation:
2916 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2917 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2918 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2919 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2920 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2921 //
2922 // Note that buffers with no alpha go through the slow path below.
2923 memcpy(dest + j * outputPitch,
2924 source + j * inputPitch,
2925 (rect.right - rect.left) * fastPixelSize);
2926 continue;
2927 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00002928 else if (desc.Format == D3DFMT_A8R8G8B8 &&
2929 format == GL_RGBA &&
2930 type == GL_UNSIGNED_BYTE)
2931 {
2932 // Fast path for swapping red with blue
2933 for (int i = 0; i < rect.right - rect.left; i++)
2934 {
2935 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2936 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
2937 (argb & 0xFF00FF00) | // Keep alpha and green
2938 (argb & 0x00FF0000) >> 16 | // Move red to blue
2939 (argb & 0x000000FF) << 16; // Move blue to red
2940 }
2941 continue;
2942 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002943
2944 for (int i = 0; i < rect.right - rect.left; i++)
2945 {
2946 float r;
2947 float g;
2948 float b;
2949 float a;
2950
2951 switch (desc.Format)
2952 {
2953 case D3DFMT_R5G6B5:
2954 {
2955 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2956
2957 a = 1.0f;
2958 b = (rgb & 0x001F) * (1.0f / 0x001F);
2959 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2960 r = (rgb & 0xF800) * (1.0f / 0xF800);
2961 }
2962 break;
2963 case D3DFMT_A1R5G5B5:
2964 {
2965 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2966
2967 a = (argb & 0x8000) ? 1.0f : 0.0f;
2968 b = (argb & 0x001F) * (1.0f / 0x001F);
2969 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2970 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2971 }
2972 break;
2973 case D3DFMT_A8R8G8B8:
2974 {
2975 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2976
2977 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2978 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2979 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2980 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2981 }
2982 break;
2983 case D3DFMT_X8R8G8B8:
2984 {
2985 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2986
2987 a = 1.0f;
2988 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2989 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2990 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2991 }
2992 break;
2993 case D3DFMT_A2R10G10B10:
2994 {
2995 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2996
2997 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2998 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2999 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
3000 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
3001 }
3002 break;
3003 case D3DFMT_A32B32G32R32F:
3004 {
3005 // float formats in D3D are stored rgba, rather than the other way round
3006 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
3007 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
3008 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
3009 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
3010 }
3011 break;
3012 case D3DFMT_A16B16G16R16F:
3013 {
3014 // float formats in D3D are stored rgba, rather than the other way round
3015 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
3016 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
3017 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
3018 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
3019 }
3020 break;
3021 default:
3022 UNIMPLEMENTED(); // FIXME
3023 UNREACHABLE();
3024 return;
3025 }
3026
3027 switch (format)
3028 {
3029 case GL_RGBA:
3030 switch (type)
3031 {
3032 case GL_UNSIGNED_BYTE:
3033 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3034 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3035 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3036 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3037 break;
3038 default: UNREACHABLE();
3039 }
3040 break;
3041 case GL_BGRA_EXT:
3042 switch (type)
3043 {
3044 case GL_UNSIGNED_BYTE:
3045 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
3046 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3047 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
3048 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3049 break;
3050 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3051 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3052 // this type is packed as follows:
3053 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3054 // --------------------------------------------------------------------------------
3055 // | 4th | 3rd | 2nd | 1st component |
3056 // --------------------------------------------------------------------------------
3057 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3058 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3059 ((unsigned short)(15 * a + 0.5f) << 12)|
3060 ((unsigned short)(15 * r + 0.5f) << 8) |
3061 ((unsigned short)(15 * g + 0.5f) << 4) |
3062 ((unsigned short)(15 * b + 0.5f) << 0);
3063 break;
3064 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3065 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3066 // this type is packed as follows:
3067 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3068 // --------------------------------------------------------------------------------
3069 // | 4th | 3rd | 2nd | 1st component |
3070 // --------------------------------------------------------------------------------
3071 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3072 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3073 ((unsigned short)( a + 0.5f) << 15) |
3074 ((unsigned short)(31 * r + 0.5f) << 10) |
3075 ((unsigned short)(31 * g + 0.5f) << 5) |
3076 ((unsigned short)(31 * b + 0.5f) << 0);
3077 break;
3078 default: UNREACHABLE();
3079 }
3080 break;
3081 case GL_RGB:
3082 switch (type)
3083 {
3084 case GL_UNSIGNED_SHORT_5_6_5:
3085 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3086 ((unsigned short)(31 * b + 0.5f) << 0) |
3087 ((unsigned short)(63 * g + 0.5f) << 5) |
3088 ((unsigned short)(31 * r + 0.5f) << 11);
3089 break;
3090 case GL_UNSIGNED_BYTE:
3091 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3092 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3093 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3094 break;
3095 default: UNREACHABLE();
3096 }
3097 break;
3098 default: UNREACHABLE();
3099 }
3100 }
3101 }
3102
3103 systemSurface->UnlockRect();
3104
3105 systemSurface->Release();
3106}
3107
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003108RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3109{
3110 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3111 IDirect3DSurface9 *surface = NULL;
3112 if (depth)
3113 {
3114 surface = swapChain9->getDepthStencil();
3115 }
3116 else
3117 {
3118 surface = swapChain9->getRenderTarget();
3119 }
3120
3121 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3122
3123 return renderTarget;
3124}
3125
3126RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3127{
3128 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3129 return renderTarget;
3130}
3131
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003132ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003133{
3134 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003135
3136 switch (type)
3137 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003138 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003139 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003140 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003141 if (vshader)
3142 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003143 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003144 }
3145 }
3146 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003147 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003148 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003149 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003150 if (pshader)
3151 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003152 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003153 }
3154 }
3155 break;
3156 default:
3157 UNREACHABLE();
3158 break;
3159 }
3160
3161 return executable;
3162}
3163
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003164ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003165{
3166 const char *profile = NULL;
3167
3168 switch (type)
3169 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003170 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003171 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3172 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003173 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003174 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3175 break;
3176 default:
3177 UNREACHABLE();
3178 return NULL;
3179 }
3180
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003181 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003182 if (!binary)
3183 return NULL;
3184
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003185 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003186 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003187
3188 return executable;
3189}
3190
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003191bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3192{
3193 return mBlit->boxFilter(source, dest);
3194}
3195
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003196D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003197{
3198 if (mD3d9Ex != NULL)
3199 {
3200 return D3DPOOL_DEFAULT;
3201 }
3202 else
3203 {
3204 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3205 {
3206 return D3DPOOL_MANAGED;
3207 }
3208 }
3209
3210 return D3DPOOL_DEFAULT;
3211}
3212
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003213bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3214{
3215 if (source && dest)
3216 {
3217 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003218
3219 if (fromManaged)
3220 {
3221 D3DSURFACE_DESC desc;
3222 source->GetDesc(&desc);
3223
3224 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003225 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003226
3227 if (SUCCEEDED(result))
3228 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003229 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003230 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003231 surf->Release();
3232 }
3233 }
3234 else
3235 {
3236 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003237 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003238 }
3239
3240 if (FAILED(result))
3241 {
3242 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3243 return false;
3244 }
3245 }
3246
3247 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003248}
3249
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003250Image *Renderer9::createImage()
3251{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003252 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003253}
3254
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003255void Renderer9::generateMipmap(Image *dest, Image *src)
3256{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003257 Image9 *src9 = Image9::makeImage9(src);
3258 Image9 *dst9 = Image9::makeImage9(dest);
3259 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003260}
3261
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003262TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3263{
3264 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3265 return new TextureStorage9_2D(this, swapChain9);
3266}
3267
3268TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3269{
3270 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3271}
3272
3273TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3274{
3275 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3276}
3277
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003278TextureStorage *Renderer9::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3279{
3280 // 3D textures are not supported by the D3D9 backend.
3281 UNREACHABLE();
3282
3283 return NULL;
3284}
3285
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003286TextureStorage *Renderer9::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3287{
3288 // 2D array textures are not supported by the D3D9 backend.
3289 UNREACHABLE();
3290
3291 return NULL;
3292}
3293
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003294bool Renderer9::getLUID(LUID *adapterLuid) const
3295{
3296 adapterLuid->HighPart = 0;
3297 adapterLuid->LowPart = 0;
3298
3299 if (mD3d9Ex)
3300 {
3301 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3302 return true;
3303 }
3304
3305 return false;
3306}
3307
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003308}