blob: f60c9927121ab348860f88c80368e99dd1df330a [file] [log] [blame]
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/Program.h"
16#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000017#include "libGLESv2/renderer/IndexDataManager.h"
18#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000019#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000020#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000021#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000023#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000024#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000025#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000026#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000027#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000028#include "libGLESv2/renderer/IndexBuffer9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000029
daniel@transgaming.com3281f972012-10-31 18:38:51 +000030#include "libEGL/Config.h"
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000031#include "libEGL/Display.h"
32
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000033#include <sstream>
34
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
36#define REF_RAST 0
37
38// The "Debug This Pixel..." feature in PIX often fails when using the
39// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
40// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
41#if !defined(ANGLE_ENABLE_D3D9EX)
42// Enables use of the IDirect3D9Ex interface, when available
43#define ANGLE_ENABLE_D3D9EX 1
44#endif // !defined(ANGLE_ENABLE_D3D9EX)
45
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000046namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000047{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000048static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000049 {
50 D3DFMT_A1R5G5B5,
51 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
52 D3DFMT_A8R8G8B8,
53 D3DFMT_R5G6B5,
54 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
55 D3DFMT_X8R8G8B8
56 };
57
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_UNKNOWN,
61 // D3DFMT_D16_LOCKABLE,
62 D3DFMT_D32,
63 // D3DFMT_D15S1,
64 D3DFMT_D24S8,
65 D3DFMT_D24X8,
66 // D3DFMT_D24X4S4,
67 D3DFMT_D16,
68 // D3DFMT_D32F_LOCKABLE,
69 // D3DFMT_D24FS8
70 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000071
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000072Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000073{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000074 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000075
76 mD3d9 = NULL;
77 mD3d9Ex = NULL;
78 mDevice = NULL;
79 mDeviceEx = NULL;
80 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000081 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000082
83 mAdapter = D3DADAPTER_DEFAULT;
84
85 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
86 mDeviceType = D3DDEVTYPE_REF;
87 #else
88 mDeviceType = D3DDEVTYPE_HAL;
89 #endif
90
91 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000092
93 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000094
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +000095 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +000096
97 mVertexDataManager = NULL;
98 mIndexDataManager = NULL;
99 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000100
101 mMaxNullColorbufferLRU = 0;
102 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
103 {
104 mNullColorbufferCache[i].lruCount = 0;
105 mNullColorbufferCache[i].width = 0;
106 mNullColorbufferCache[i].height = 0;
107 mNullColorbufferCache[i].buffer = NULL;
108 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000109}
110
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000111Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000112{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000113 releaseDeviceResources();
114
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000115 if (mDevice)
116 {
117 // 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 +0000118 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000119 {
120 resetDevice();
121 }
122
123 mDevice->Release();
124 mDevice = NULL;
125 }
126
127 if (mDeviceEx)
128 {
129 mDeviceEx->Release();
130 mDeviceEx = NULL;
131 }
132
133 if (mD3d9)
134 {
135 mD3d9->Release();
136 mD3d9 = NULL;
137 }
138
139 if (mDeviceWindow)
140 {
141 DestroyWindow(mDeviceWindow);
142 mDeviceWindow = NULL;
143 }
144
145 if (mD3d9Ex)
146 {
147 mD3d9Ex->Release();
148 mD3d9Ex = NULL;
149 }
150
151 if (mD3d9Module)
152 {
153 mD3d9Module = NULL;
154 }
155
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000156 while (!mMultiSampleSupport.empty())
157 {
158 delete [] mMultiSampleSupport.begin()->second;
159 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
160 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000161}
162
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000163Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
164{
165 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL);
166 return static_cast<rx::Renderer9*>(renderer);
167}
168
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000169EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000170{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000171 if (!initializeCompiler())
172 {
173 return EGL_NOT_INITIALIZED;
174 }
175
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000176 if (mSoftwareDevice)
177 {
178 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
179 }
180 else
181 {
182 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
183 }
184
185 if (mD3d9Module == NULL)
186 {
187 ERR("No D3D9 module found - aborting!\n");
188 return EGL_NOT_INITIALIZED;
189 }
190
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000191 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
192 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
193
194 // Use Direct3D9Ex if available. Among other things, this version is less
195 // inclined to report a lost context, for example when the user switches
196 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
197 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
198 {
199 ASSERT(mD3d9Ex);
200 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
201 ASSERT(mD3d9);
202 }
203 else
204 {
205 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
206 }
207
208 if (!mD3d9)
209 {
210 ERR("Could not create D3D9 device - aborting!\n");
211 return EGL_NOT_INITIALIZED;
212 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000213
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000214 if (mDc != NULL)
215 {
216 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
217 }
218
219 HRESULT result;
220
221 // Give up on getting device caps after about one second.
222 for (int i = 0; i < 10; ++i)
223 {
224 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
225 if (SUCCEEDED(result))
226 {
227 break;
228 }
229 else if (result == D3DERR_NOTAVAILABLE)
230 {
231 Sleep(100); // Give the driver some time to initialize/recover
232 }
233 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
234 {
235 ERR("failed to get device caps (0x%x)\n", result);
236 return EGL_NOT_INITIALIZED;
237 }
238 }
239
240 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
241 {
242 ERR("Renderer does not support PS 2.0. aborting!\n");
243 return EGL_NOT_INITIALIZED;
244 }
245
246 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
247 // This is required by Texture2D::convertToRenderTarget.
248 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
249 {
250 ERR("Renderer does not support stretctrect from textures!\n");
251 return EGL_NOT_INITIALIZED;
252 }
253
254 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
255
256 // ATI cards on XP have problems with non-power-of-two textures.
257 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
258 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
259 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
260 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
261
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000262 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
263 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
264
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000265 mMinSwapInterval = 4;
266 mMaxSwapInterval = 0;
267
268 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
269 {
270 mMinSwapInterval = std::min(mMinSwapInterval, 0);
271 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
272 }
273 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
274 {
275 mMinSwapInterval = std::min(mMinSwapInterval, 1);
276 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
277 }
278 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
279 {
280 mMinSwapInterval = std::min(mMinSwapInterval, 2);
281 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
282 }
283 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
284 {
285 mMinSwapInterval = std::min(mMinSwapInterval, 3);
286 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
287 }
288 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
289 {
290 mMinSwapInterval = std::min(mMinSwapInterval, 4);
291 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
292 }
293
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000294 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000295 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000296 {
297 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000298 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
299 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000300
301 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
302 {
303 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
304 {
305 max = j;
306 }
307 }
308 }
309
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000310 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000311 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000312 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000313 continue;
314
315 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000316 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
317 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000318
319 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
320 {
321 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
322 {
323 max = j;
324 }
325 }
326 }
327
328 mMaxSupportedSamples = max;
329
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000330 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
331 static const TCHAR className[] = TEXT("STATIC");
332
333 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
334
335 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
336 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
337
338 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
339 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
340 {
341 return EGL_BAD_ALLOC;
342 }
343
344 if (FAILED(result))
345 {
346 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
347
348 if (FAILED(result))
349 {
350 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
351 return EGL_BAD_ALLOC;
352 }
353 }
354
355 if (mD3d9Ex)
356 {
357 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
358 ASSERT(SUCCEEDED(result));
359 }
360
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000361 mVertexShaderCache.initialize(mDevice);
362 mPixelShaderCache.initialize(mDevice);
363
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000364 // Check occlusion query support
365 IDirect3DQuery9 *occlusionQuery = NULL;
366 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
367 {
368 occlusionQuery->Release();
369 mOcclusionQuerySupport = true;
370 }
371 else
372 {
373 mOcclusionQuerySupport = false;
374 }
375
376 // Check event query support
377 IDirect3DQuery9 *eventQuery = NULL;
378 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
379 {
380 eventQuery->Release();
381 mEventQuerySupport = true;
382 }
383 else
384 {
385 mEventQuerySupport = false;
386 }
387
388 D3DDISPLAYMODE currentDisplayMode;
389 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
390
391 // Check vertex texture support
392 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
393 // We test this using D3D9 by checking support for the R16F format.
394 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
395 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
396 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
397
398 // Check depth texture support
399 // we use INTZ for depth textures in Direct3D9
400 // we also want NULL texture support to ensure the we can make depth-only FBOs
401 // see http://aras-p.info/texts/D3D9GPUHacks.html
402 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
403 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
404 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
405 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
406
407 // Check 32 bit floating point texture support
408 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
409 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
410 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
411 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
412
413 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
414 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
415 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
416 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
417
418 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
419 {
420 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
421 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
423 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
424 }
425 else
426 {
427 mFloat32TextureSupport = true;
428 }
429
430 // Check 16 bit floating point texture support
431 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
432 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
433 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
434 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
435
436 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
437 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
438 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
439 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
440
441 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
442 {
443 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
444 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
445 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
446 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
447 }
448 else
449 {
450 mFloat16TextureSupport = true;
451 }
452
453 // Check DXT texture support
454 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
455 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
456 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
457
458 // Check luminance[alpha] texture support
459 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
460 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
461
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000462 initializeDevice();
463
464 return EGL_SUCCESS;
465}
466
467// do any one-time device initialization
468// NOTE: this is also needed after a device lost/reset
469// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000470void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000471{
472 // Permanent non-default states
473 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
474 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
475
476 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
477 {
478 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
479 }
480 else
481 {
482 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
483 }
484
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000485 markAllStateDirty();
486
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000487 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000488
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000489 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000490 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000491 mVertexDataManager = new rx::VertexDataManager(this);
492 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000493}
494
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000495D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000496{
497 D3DPRESENT_PARAMETERS presentParameters = {0};
498
499 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
500 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
501 presentParameters.BackBufferCount = 1;
502 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
503 presentParameters.BackBufferWidth = 1;
504 presentParameters.BackBufferHeight = 1;
505 presentParameters.EnableAutoDepthStencil = FALSE;
506 presentParameters.Flags = 0;
507 presentParameters.hDeviceWindow = mDeviceWindow;
508 presentParameters.MultiSampleQuality = 0;
509 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
510 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
511 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
512 presentParameters.Windowed = TRUE;
513
514 return presentParameters;
515}
516
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000517int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000518{
519 D3DDISPLAYMODE currentDisplayMode;
520 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
521
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000522 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
523 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000524 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
525 int numConfigs = 0;
526
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000527 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000528 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000529 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000530
531 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
532
533 if (SUCCEEDED(result))
534 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000535 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000536 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000537 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000538 HRESULT result = D3D_OK;
539
540 if(depthStencilFormat != D3DFMT_UNKNOWN)
541 {
542 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
543 }
544
545 if (SUCCEEDED(result))
546 {
547 if(depthStencilFormat != D3DFMT_UNKNOWN)
548 {
549 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
550 }
551
552 if (SUCCEEDED(result))
553 {
554 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000555 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
556 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000557 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
558 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
559
560 (*configDescList)[numConfigs++] = newConfig;
561 }
562 }
563 }
564 }
565 }
566
567 return numConfigs;
568}
569
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000570void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000571{
572 delete [] (configDescList);
573}
574
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000575void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000576{
577 if (!mSceneStarted)
578 {
579 long result = mDevice->BeginScene();
580 if (SUCCEEDED(result)) {
581 // This is defensive checking against the device being
582 // lost at unexpected times.
583 mSceneStarted = true;
584 }
585 }
586}
587
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000588void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000589{
590 if (mSceneStarted)
591 {
592 // EndScene can fail if the device was lost, for example due
593 // to a TDR during a draw call.
594 mDevice->EndScene();
595 mSceneStarted = false;
596 }
597}
598
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000599// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000600void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000601{
602 HRESULT result;
603
604 IDirect3DQuery9* query = allocateEventQuery();
605 if (!query)
606 {
607 return;
608 }
609
610 result = query->Issue(D3DISSUE_END);
611 ASSERT(SUCCEEDED(result));
612
613 do
614 {
615 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
616
617 if(block && result == S_FALSE)
618 {
619 // Keep polling, but allow other threads to do something useful first
620 Sleep(0);
621 // explicitly check for device loss
622 // some drivers seem to return S_FALSE even if the device is lost
623 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000624 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000625 {
626 result = D3DERR_DEVICELOST;
627 }
628 }
629 }
630 while(block && result == S_FALSE);
631
632 freeEventQuery(query);
633
634 if (isDeviceLostError(result))
635 {
636 mDisplay->notifyDeviceLost();
637 }
638}
639
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000640SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
641{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000642 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000643}
644
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000645// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000646IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000647{
648 IDirect3DQuery9 *query = NULL;
649
650 if (mEventQueryPool.empty())
651 {
652 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
653 ASSERT(SUCCEEDED(result));
654 }
655 else
656 {
657 query = mEventQueryPool.back();
658 mEventQueryPool.pop_back();
659 }
660
661 return query;
662}
663
664// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000665void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000666{
667 if (mEventQueryPool.size() > 1000)
668 {
669 query->Release();
670 }
671 else
672 {
673 mEventQueryPool.push_back(query);
674 }
675}
676
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000677IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000678{
679 return mVertexShaderCache.create(function, length);
680}
681
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000682IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000683{
684 return mPixelShaderCache.create(function, length);
685}
686
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000687HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
688{
689 D3DPOOL Pool = getBufferPool(Usage);
690 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
691}
692
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000693VertexBuffer *Renderer9::createVertexBuffer()
694{
695 return new VertexBuffer9(this);
696}
697
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000698HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
699{
700 D3DPOOL Pool = getBufferPool(Usage);
701 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
702}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000703
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000704IndexBuffer *Renderer9::createIndexBuffer()
705{
706 return new IndexBuffer9(this);
707}
708
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000709void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000710{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000711 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
712 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000713
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000714 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000715 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000716 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
717 int d3dSampler = index + d3dSamplerOffset;
718
719 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
720 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
721
722 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
723 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
724 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
725 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
726 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
727 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
728 if (mSupportsTextureFilterAnisotropy)
729 {
730 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
731 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000732 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000733
734 forceSetSamplers[index] = false;
735 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000736}
737
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000738void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000739{
740 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
741 int d3dSampler = index + d3dSamplerOffset;
742 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000743 unsigned int serial = 0;
744 bool forceSetTexture = false;
745
746 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000747
748 if (texture)
749 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000750 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000751 if (texStorage)
752 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000753 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000754 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000755 }
756 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000757 // in the texture class and we're unexpectedly missing the d3d texture
758 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000759
760 serial = texture->getTextureSerial();
761 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000762 }
763
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000764 if (forceSetTexture || appliedSerials[index] != serial)
765 {
766 mDevice->SetTexture(d3dSampler, d3dTexture);
767 }
768
769 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000770}
771
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000772void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000773{
774 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000775
776 if (rasterStateChanged)
777 {
778 // Set the cull mode
779 if (rasterState.cullFace)
780 {
781 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
782 }
783 else
784 {
785 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
786 }
787
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000788 if (rasterState.polygonOffsetFill)
789 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000790 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000791 {
792 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
793
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000794 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000795 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
796 }
797 }
798 else
799 {
800 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
801 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
802 }
803
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000804 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000805 }
806
807 mForceSetRasterState = false;
808}
809
810void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
811{
812 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
813 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
814 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
815
816 if (blendStateChanged || blendColorChanged)
817 {
818 if (blendState.blend)
819 {
820 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
821
822 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
823 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
824 {
825 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
826 }
827 else
828 {
829 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
830 gl::unorm<8>(blendColor.alpha),
831 gl::unorm<8>(blendColor.alpha),
832 gl::unorm<8>(blendColor.alpha)));
833 }
834
835 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
836 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
837 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
838
839 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
840 blendState.destBlendRGB != blendState.destBlendAlpha ||
841 blendState.blendEquationRGB != blendState.blendEquationAlpha)
842 {
843 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
844
845 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
846 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
847 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
848 }
849 else
850 {
851 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
852 }
853 }
854 else
855 {
856 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
857 }
858
859 if (blendState.sampleAlphaToCoverage)
860 {
861 FIXME("Sample alpha to coverage is unimplemented.");
862 }
863
864 // Set the color mask
865 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
866 // Apparently some ATI cards have a bug where a draw with a zero color
867 // write mask can cause later draws to have incorrect results. Instead,
868 // set a nonzero color write mask but modify the blend state so that no
869 // drawing is done.
870 // http://code.google.com/p/angleproject/issues/detail?id=169
871
872 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
873 blendState.colorMaskBlue, blendState.colorMaskAlpha);
874 if (colorMask == 0 && !zeroColorMaskAllowed)
875 {
876 // Enable green channel, but set blending so nothing will be drawn.
877 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
878 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
879
880 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
881 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
882 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
883 }
884 else
885 {
886 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
887 }
888
889 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
890
891 mCurBlendState = blendState;
892 mCurBlendColor = blendColor;
893 }
894
895 if (sampleMaskChanged)
896 {
897 // Set the multisample mask
898 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
899 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
900
901 mCurSampleMask = sampleMask;
902 }
903
904 mForceSetBlendState = false;
905}
906
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000907void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000908 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000909{
910 bool depthStencilStateChanged = mForceSetDepthStencilState ||
911 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000912 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
913 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000914 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000915
916 if (depthStencilStateChanged)
917 {
918 if (depthStencilState.depthTest)
919 {
920 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
921 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
922 }
923 else
924 {
925 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
926 }
927
928 mCurDepthStencilState = depthStencilState;
929 }
930
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000931 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000932 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000933 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000934 {
935 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
936 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
937
938 // FIXME: Unsupported by D3D9
939 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
940 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
941 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
942 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000943 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000944 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
945 {
946 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
947 return error(GL_INVALID_OPERATION);
948 }
949
950 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000951 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000952
953 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
954 depthStencilState.stencilWritemask);
955 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
956 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
957
958 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000959 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000960 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
961 depthStencilState.stencilMask);
962
963 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
964 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
965 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
966 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
967 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
968 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
969
970 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
971 depthStencilState.stencilBackWritemask);
972 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
973 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
974
975 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000976 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000977 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
978 depthStencilState.stencilBackMask);
979
980 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
981 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
982 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
983 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
984 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
986 }
987 else
988 {
989 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
990 }
991
992 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
993
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000994 mCurStencilRef = stencilRef;
995 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000996 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000997 }
998
999 mForceSetDepthStencilState = false;
1000}
1001
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001002void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001003{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001004 bool scissorChanged = mForceSetScissor ||
1005 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1006 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001007
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001008 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001009 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001010 if (enabled)
1011 {
1012 RECT rect;
1013 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1014 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1015 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1016 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1017 mDevice->SetScissorRect(&rect);
1018 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001019
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001020 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1021
1022 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001023 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001024 }
1025
1026 mForceSetScissor = false;
1027}
1028
daniel@transgaming.com12985182012-12-20 20:56:31 +00001029bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001030 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001031{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001032 gl::Rectangle actualViewport = viewport;
1033 float actualZNear = gl::clamp01(zNear);
1034 float actualZFar = gl::clamp01(zFar);
1035 if (ignoreViewport)
1036 {
1037 actualViewport.x = 0;
1038 actualViewport.y = 0;
1039 actualViewport.width = mRenderTargetDesc.width;
1040 actualViewport.height = mRenderTargetDesc.height;
1041 actualZNear = 0.0f;
1042 actualZFar = 1.0f;
1043 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001044
1045 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001046 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1047 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1048 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1049 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1050 dxViewport.MinZ = actualZNear;
1051 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001052
1053 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1054 {
1055 return false; // Nothing to render
1056 }
1057
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001058 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1059 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001060 if (viewportChanged)
1061 {
1062 mDevice->SetViewport(&dxViewport);
1063
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001064 mCurViewport = actualViewport;
1065 mCurNear = actualZNear;
1066 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001067 }
1068
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001069 if (currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001070 {
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001071 dx_VertexConstants vc = {0};
1072 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001073
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001074 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1075 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001076
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001077 pc.coord[0] = actualViewport.width * 0.5f;
1078 pc.coord[1] = actualViewport.height * 0.5f;
1079 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
1080 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001081
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001082 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1083 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1084 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1085
1086 vc.depthRange[0] = actualZNear;
1087 vc.depthRange[1] = actualZFar;
1088 vc.depthRange[2] = actualZFar - actualZNear;
1089
1090 pc.depthRange[0] = actualZNear;
1091 pc.depthRange[1] = actualZFar;
1092 pc.depthRange[2] = actualZFar - actualZNear;
1093
1094 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1095 {
1096 mVertexConstants = vc;
1097 mDxUniformsDirty = true;
1098 }
1099
1100 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1101 {
1102 mPixelConstants = pc;
1103 mDxUniformsDirty = true;
1104 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001105 }
1106
1107 mForceSetViewport = false;
1108 return true;
1109}
1110
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001111bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1112{
1113 switch (mode)
1114 {
1115 case GL_POINTS:
1116 mPrimitiveType = D3DPT_POINTLIST;
1117 mPrimitiveCount = count;
1118 break;
1119 case GL_LINES:
1120 mPrimitiveType = D3DPT_LINELIST;
1121 mPrimitiveCount = count / 2;
1122 break;
1123 case GL_LINE_LOOP:
1124 mPrimitiveType = D3DPT_LINESTRIP;
1125 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1126 break;
1127 case GL_LINE_STRIP:
1128 mPrimitiveType = D3DPT_LINESTRIP;
1129 mPrimitiveCount = count - 1;
1130 break;
1131 case GL_TRIANGLES:
1132 mPrimitiveType = D3DPT_TRIANGLELIST;
1133 mPrimitiveCount = count / 3;
1134 break;
1135 case GL_TRIANGLE_STRIP:
1136 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1137 mPrimitiveCount = count - 2;
1138 break;
1139 case GL_TRIANGLE_FAN:
1140 mPrimitiveType = D3DPT_TRIANGLEFAN;
1141 mPrimitiveCount = count - 2;
1142 break;
1143 default:
1144 return error(GL_INVALID_ENUM, false);
1145 }
1146
1147 return mPrimitiveCount > 0;
1148}
1149
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001150
1151gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1152{
1153 if (!depthbuffer)
1154 {
1155 ERR("Unexpected null depthbuffer for depth-only FBO.");
1156 return NULL;
1157 }
1158
1159 GLsizei width = depthbuffer->getWidth();
1160 GLsizei height = depthbuffer->getHeight();
1161
1162 // search cached nullcolorbuffers
1163 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1164 {
1165 if (mNullColorbufferCache[i].buffer != NULL &&
1166 mNullColorbufferCache[i].width == width &&
1167 mNullColorbufferCache[i].height == height)
1168 {
1169 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1170 return mNullColorbufferCache[i].buffer;
1171 }
1172 }
1173
1174 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1175
1176 // add nullbuffer to the cache
1177 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1178 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1179 {
1180 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1181 {
1182 oldest = &mNullColorbufferCache[i];
1183 }
1184 }
1185
1186 delete oldest->buffer;
1187 oldest->buffer = nullbuffer;
1188 oldest->lruCount = ++mMaxNullColorbufferLRU;
1189 oldest->width = width;
1190 oldest->height = height;
1191
1192 return nullbuffer;
1193}
1194
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001195bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001196{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001197 // if there is no color attachment we must synthesize a NULL colorattachment
1198 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1199 gl::Renderbuffer *renderbufferObject = NULL;
1200 if (framebuffer->getColorbufferType() != GL_NONE)
1201 {
1202 renderbufferObject = framebuffer->getColorbuffer();
1203 }
1204 else
1205 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001206 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001207 }
1208 if (!renderbufferObject)
1209 {
1210 ERR("unable to locate renderbuffer for FBO.");
1211 return false;
1212 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001213
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001214 bool renderTargetChanged = false;
1215 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1216 if (renderTargetSerial != mAppliedRenderTargetSerial)
1217 {
1218 // Apply the render target on the device
1219 IDirect3DSurface9 *renderTargetSurface = NULL;
1220
1221 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1222 if (renderTarget)
1223 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001224 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001225 }
1226
1227 if (!renderTargetSurface)
1228 {
1229 ERR("render target pointer unexpectedly null.");
1230 return false; // Context must be lost
1231 }
1232
1233 mDevice->SetRenderTarget(0, renderTargetSurface);
1234 renderTargetSurface->Release();
1235
1236 mAppliedRenderTargetSerial = renderTargetSerial;
1237 renderTargetChanged = true;
1238 }
1239
1240 gl::Renderbuffer *depthStencil = NULL;
1241 unsigned int depthbufferSerial = 0;
1242 unsigned int stencilbufferSerial = 0;
1243 if (framebuffer->getDepthbufferType() != GL_NONE)
1244 {
1245 depthStencil = framebuffer->getDepthbuffer();
1246 if (!depthStencil)
1247 {
1248 ERR("Depth stencil pointer unexpectedly null.");
1249 return false;
1250 }
1251
1252 depthbufferSerial = depthStencil->getSerial();
1253 }
1254 else if (framebuffer->getStencilbufferType() != GL_NONE)
1255 {
1256 depthStencil = framebuffer->getStencilbuffer();
1257 if (!depthStencil)
1258 {
1259 ERR("Depth stencil pointer unexpectedly null.");
1260 return false;
1261 }
1262
1263 stencilbufferSerial = depthStencil->getSerial();
1264 }
1265
1266 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1267 stencilbufferSerial != mAppliedStencilbufferSerial ||
1268 !mDepthStencilInitialized)
1269 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001270 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001271 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001272
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001273 // Apply the depth stencil on the device
1274 if (depthStencil)
1275 {
1276 IDirect3DSurface9 *depthStencilSurface = NULL;
1277 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1278
1279 if (depthStencilRenderTarget)
1280 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001281 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001282 }
1283
1284 if (!depthStencilSurface)
1285 {
1286 ERR("depth stencil pointer unexpectedly null.");
1287 return false; // Context must be lost
1288 }
1289
1290 mDevice->SetDepthStencilSurface(depthStencilSurface);
1291 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001292
1293 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001294 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001295 }
1296 else
1297 {
1298 mDevice->SetDepthStencilSurface(NULL);
1299 }
1300
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001301 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1302 {
1303 mCurDepthSize = depthSize;
1304 mForceSetRasterState = true;
1305 }
1306
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001307 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1308 {
1309 mCurStencilSize = stencilSize;
1310 mForceSetDepthStencilState = true;
1311 }
1312
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001313 mAppliedDepthbufferSerial = depthbufferSerial;
1314 mAppliedStencilbufferSerial = stencilbufferSerial;
1315 mDepthStencilInitialized = true;
1316 }
1317
1318 if (renderTargetChanged || !mRenderTargetDescInitialized)
1319 {
1320 mForceSetScissor = true;
1321 mForceSetViewport = true;
1322
1323 mRenderTargetDesc.width = renderbufferObject->getWidth();
1324 mRenderTargetDesc.height = renderbufferObject->getHeight();
1325 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1326 mRenderTargetDescInitialized = true;
1327 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001328
1329 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001330}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001331
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001332GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001333{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001334 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001335 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1336 if (err != GL_NO_ERROR)
1337 {
1338 return err;
1339 }
1340
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001341 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1342}
1343
1344// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001345GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001346{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001347 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001348
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001349 if (err == GL_NO_ERROR)
1350 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001351 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001352 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001353 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1354
1355 mDevice->SetIndices(indexBuffer->getBuffer());
1356 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001357 }
1358 }
1359
1360 return err;
1361}
1362
1363void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1364{
1365 startScene();
1366
1367 if (mode == GL_LINE_LOOP)
1368 {
1369 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1370 }
1371 else if (instances > 0)
1372 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001373 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001374 if (countingIB)
1375 {
1376 if (mAppliedIBSerial != countingIB->getSerial())
1377 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001378 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1379
1380 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001381 mAppliedIBSerial = countingIB->getSerial();
1382 }
1383
1384 for (int i = 0; i < mRepeatDraw; i++)
1385 {
1386 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1387 }
1388 }
1389 else
1390 {
1391 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1392 return error(GL_OUT_OF_MEMORY);
1393 }
1394 }
1395 else // Regular case
1396 {
1397 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1398 }
1399}
1400
daniel@transgaming.com31240482012-11-28 21:06:41 +00001401void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001402{
1403 startScene();
1404
1405 if (mode == GL_LINE_LOOP)
1406 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001407 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001408 }
1409 else
1410 {
1411 for (int i = 0; i < mRepeatDraw; i++)
1412 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001413 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1414 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001415 }
1416 }
1417}
1418
1419void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1420{
1421 // Get the raw indices for an indexed draw
1422 if (type != GL_NONE && elementArrayBuffer)
1423 {
1424 gl::Buffer *indexBuffer = elementArrayBuffer;
1425 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1426 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1427 }
1428
1429 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001430
1431 if (get32BitIndexSupport())
1432 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001433 if (!mLineLoopIB)
1434 {
1435 mLineLoopIB = new StreamingIndexBufferInterface(this);
1436 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1437 {
1438 delete mLineLoopIB;
1439 mLineLoopIB = NULL;
1440
1441 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
1442 return error(GL_OUT_OF_MEMORY);
1443 }
1444 }
1445
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001446 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001447 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001448 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001449 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1450 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001451 }
1452
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001453 void* mappedMemory = NULL;
1454 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1455 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001456 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001457 ERR("Could not map index buffer for GL_LINE_LOOP.");
1458 return error(GL_OUT_OF_MEMORY);
1459 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001460
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001461 startIndex = static_cast<UINT>(offset) / 4;
1462 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1463
1464 switch (type)
1465 {
1466 case GL_NONE: // Non-indexed draw
1467 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001468 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001469 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001470 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001471 data[count] = 0;
1472 break;
1473 case GL_UNSIGNED_BYTE:
1474 for (int i = 0; i < count; i++)
1475 {
1476 data[i] = static_cast<const GLubyte*>(indices)[i];
1477 }
1478 data[count] = static_cast<const GLubyte*>(indices)[0];
1479 break;
1480 case GL_UNSIGNED_SHORT:
1481 for (int i = 0; i < count; i++)
1482 {
1483 data[i] = static_cast<const GLushort*>(indices)[i];
1484 }
1485 data[count] = static_cast<const GLushort*>(indices)[0];
1486 break;
1487 case GL_UNSIGNED_INT:
1488 for (int i = 0; i < count; i++)
1489 {
1490 data[i] = static_cast<const GLuint*>(indices)[i];
1491 }
1492 data[count] = static_cast<const GLuint*>(indices)[0];
1493 break;
1494 default: UNREACHABLE();
1495 }
1496
1497 if (!mLineLoopIB->unmapBuffer())
1498 {
1499 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1500 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001501 }
1502 }
1503 else
1504 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001505 if (!mLineLoopIB)
1506 {
1507 mLineLoopIB = new StreamingIndexBufferInterface(this);
1508 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1509 {
1510 delete mLineLoopIB;
1511 mLineLoopIB = NULL;
1512
1513 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
1514 return error(GL_OUT_OF_MEMORY);
1515 }
1516 }
1517
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001518 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001519 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001520 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001521 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1522 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001523 }
1524
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001525 void* mappedMemory = NULL;
1526 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1527 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001528 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001529 ERR("Could not map index buffer for GL_LINE_LOOP.");
1530 return error(GL_OUT_OF_MEMORY);
1531 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001532
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001533 startIndex = static_cast<UINT>(offset) / 2;
1534 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1535
1536 switch (type)
1537 {
1538 case GL_NONE: // Non-indexed draw
1539 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001540 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001541 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001542 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001543 data[count] = 0;
1544 break;
1545 case GL_UNSIGNED_BYTE:
1546 for (int i = 0; i < count; i++)
1547 {
1548 data[i] = static_cast<const GLubyte*>(indices)[i];
1549 }
1550 data[count] = static_cast<const GLubyte*>(indices)[0];
1551 break;
1552 case GL_UNSIGNED_SHORT:
1553 for (int i = 0; i < count; i++)
1554 {
1555 data[i] = static_cast<const GLushort*>(indices)[i];
1556 }
1557 data[count] = static_cast<const GLushort*>(indices)[0];
1558 break;
1559 case GL_UNSIGNED_INT:
1560 for (int i = 0; i < count; i++)
1561 {
1562 data[i] = static_cast<const GLuint*>(indices)[i];
1563 }
1564 data[count] = static_cast<const GLuint*>(indices)[0];
1565 break;
1566 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001567 }
1568
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001569 if (!mLineLoopIB->unmapBuffer())
1570 {
1571 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1572 return error(GL_OUT_OF_MEMORY);
1573 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001574 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001575
1576 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001577 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001578 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1579
1580 mDevice->SetIndices(indexBuffer->getBuffer());
1581 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001582 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001583
1584 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001585}
1586
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001587void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1588{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001589 unsigned int programBinarySerial = programBinary->getSerial();
1590 if (programBinarySerial != mAppliedProgramBinarySerial)
1591 {
1592 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1593 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001594
daniel@transgaming.come4991412012-12-20 20:55:34 +00001595 IDirect3DVertexShader9 *vertexShader = NULL;
1596 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001597
daniel@transgaming.come4991412012-12-20 20:55:34 +00001598 IDirect3DPixelShader9 *pixelShader = NULL;
1599 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001600
daniel@transgaming.come4991412012-12-20 20:55:34 +00001601 mDevice->SetPixelShader(pixelShader);
1602 mDevice->SetVertexShader(vertexShader);
1603 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001604 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001605
1606 mAppliedProgramBinarySerial = programBinarySerial;
1607 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001608}
1609
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001610void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001611{
1612 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1613 {
1614 gl::Uniform *targetUniform = *ub;
1615
1616 if (targetUniform->dirty)
1617 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001618 int count = targetUniform->elementCount();
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001619 GLfloat *f = (GLfloat*)targetUniform->data;
1620 GLint *i = (GLint*)targetUniform->data;
1621 GLboolean *b = (GLboolean*)targetUniform->data;
1622
1623 switch (targetUniform->type)
1624 {
1625 case GL_SAMPLER_2D:
1626 case GL_SAMPLER_CUBE:
1627 break;
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001628 case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
1629 case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
1630 case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
1631 case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001632 case GL_FLOAT:
1633 case GL_FLOAT_VEC2:
1634 case GL_FLOAT_VEC3:
1635 case GL_FLOAT_VEC4:
1636 case GL_FLOAT_MAT2:
1637 case GL_FLOAT_MAT3:
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001638 case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
1639 case GL_INT: applyUniform1iv(targetUniform, count, i); break;
1640 case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
1641 case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
1642 case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001643 default:
1644 UNREACHABLE();
1645 }
1646
1647 targetUniform->dirty = false;
1648 }
1649 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001650
1651 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001652 if (mDxUniformsDirty)
1653 {
1654 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1655 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1656 mDxUniformsDirty = false;
1657 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001658}
1659
1660void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
1661{
1662 float vector[gl::D3D9_MAX_FLOAT_CONSTANTS * 4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001663
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001664 if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001665 {
1666 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1667 for (int i = 0; i < count; i++)
1668 {
1669 for (int j = 0; j < 4; j++)
1670 {
1671 if (j < width)
1672 {
1673 vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
1674 }
1675 else
1676 {
1677 vector[i * 4 + j] = 0.0f;
1678 }
1679 }
1680 }
1681 }
1682
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001683 applyUniformnfv(targetUniform, vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001684}
1685
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001686void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001687{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001688 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001689 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001690 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001691 }
1692
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001693 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001695 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001696 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001697}
1698
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001699void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001700{
1701 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1702 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1703
1704 for (int i = 0; i < count; i++)
1705 {
1706 vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
1707 }
1708
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001709 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710}
1711
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001712void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001713{
1714 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1715 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1716
1717 for (int i = 0; i < count; i++)
1718 {
1719 vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
1720
1721 v += 2;
1722 }
1723
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001724 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725}
1726
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001727void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728{
1729 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1730 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1731
1732 for (int i = 0; i < count; i++)
1733 {
1734 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
1735
1736 v += 3;
1737 }
1738
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001739 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001740}
1741
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001742void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001743{
1744 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1745 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1746
1747 for (int i = 0; i < count; i++)
1748 {
1749 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
1750
1751 v += 4;
1752 }
1753
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001754 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001755}
1756
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001757void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001758{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001759 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1760 gl::unorm<8>(clearParams.colorClearValue.red),
1761 gl::unorm<8>(clearParams.colorClearValue.green),
1762 gl::unorm<8>(clearParams.colorClearValue.blue));
1763 float depth = gl::clamp01(clearParams.depthClearValue);
1764 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001765
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001766 unsigned int stencilUnmasked = 0x0;
1767 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1768 {
1769 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1770 stencilUnmasked = (0x1 << stencilSize) - 1;
1771 }
1772
1773 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1774
1775 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1776 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1777 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1778 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1779 clearParams.colorMaskBlue && alphaUnmasked);
1780
1781 if (needMaskedColorClear || needMaskedStencilClear)
1782 {
1783 // State which is altered in all paths from this point to the clear call is saved.
1784 // State which is altered in only some paths will be flagged dirty in the case that
1785 // that path is taken.
1786 HRESULT hr;
1787 if (mMaskedClearSavedState == NULL)
1788 {
1789 hr = mDevice->BeginStateBlock();
1790 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1791
1792 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1793 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1794 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1795 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1796 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1797 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1798 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1799 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1800 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1801 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1802 mDevice->SetPixelShader(NULL);
1803 mDevice->SetVertexShader(NULL);
1804 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1805 mDevice->SetStreamSource(0, NULL, 0, 0);
1806 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1807 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1808 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1809 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1810 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1811 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1812 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1813
1814 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1815 {
1816 mDevice->SetStreamSourceFreq(i, 1);
1817 }
1818
1819 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1820 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1821 }
1822
1823 ASSERT(mMaskedClearSavedState != NULL);
1824
1825 if (mMaskedClearSavedState != NULL)
1826 {
1827 hr = mMaskedClearSavedState->Capture();
1828 ASSERT(SUCCEEDED(hr));
1829 }
1830
1831 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1832 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1833 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1834 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1835 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1836 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1837 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1838 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1839
1840 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1841 {
1842 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1843 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1844 clearParams.colorMaskGreen,
1845 clearParams.colorMaskBlue,
1846 clearParams.colorMaskAlpha));
1847 }
1848 else
1849 {
1850 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1851 }
1852
1853 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1854 {
1855 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1856 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1857 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1858 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1859 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1860 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1861 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1862 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1863 }
1864 else
1865 {
1866 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1867 }
1868
1869 mDevice->SetPixelShader(NULL);
1870 mDevice->SetVertexShader(NULL);
1871 mDevice->SetFVF(D3DFVF_XYZRHW);
1872 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1873 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1874 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1875 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1876 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1877 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1878 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1879
1880 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1881 {
1882 mDevice->SetStreamSourceFreq(i, 1);
1883 }
1884
1885 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1886 quad[0][0] = -0.5f;
1887 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1888 quad[0][2] = 0.0f;
1889 quad[0][3] = 1.0f;
1890
1891 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1892 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1893 quad[1][2] = 0.0f;
1894 quad[1][3] = 1.0f;
1895
1896 quad[2][0] = -0.5f;
1897 quad[2][1] = -0.5f;
1898 quad[2][2] = 0.0f;
1899 quad[2][3] = 1.0f;
1900
1901 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1902 quad[3][1] = -0.5f;
1903 quad[3][2] = 0.0f;
1904 quad[3][3] = 1.0f;
1905
1906 startScene();
1907 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1908
1909 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1910 {
1911 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1912 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1913 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1914 }
1915
1916 if (mMaskedClearSavedState != NULL)
1917 {
1918 mMaskedClearSavedState->Apply();
1919 }
1920 }
1921 else if (clearParams.mask)
1922 {
1923 DWORD dxClearFlags = 0;
1924 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1925 {
1926 dxClearFlags |= D3DCLEAR_TARGET;
1927 }
1928 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1929 {
1930 dxClearFlags |= D3DCLEAR_ZBUFFER;
1931 }
1932 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1933 {
1934 dxClearFlags |= D3DCLEAR_STENCIL;
1935 }
1936
1937 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1938 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001939}
1940
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001941void Renderer9::markAllStateDirty()
1942{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001943 mAppliedRenderTargetSerial = 0;
1944 mAppliedDepthbufferSerial = 0;
1945 mAppliedStencilbufferSerial = 0;
1946 mDepthStencilInitialized = false;
1947 mRenderTargetDescInitialized = false;
1948
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001949 mForceSetDepthStencilState = true;
1950 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001951 mForceSetScissor = true;
1952 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001953 mForceSetBlendState = true;
1954
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001955 for (unsigned int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1956 {
1957 mForceSetVertexSamplerStates[i] = true;
1958 mCurVertexTextureSerials[i] = 0;
1959 }
1960 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1961 {
1962 mForceSetPixelSamplerStates[i] = true;
1963 mCurPixelTextureSerials[i] = 0;
1964 }
1965
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001966 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001967 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001968 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001969
1970 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001971}
1972
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001973void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001974{
1975 while (!mEventQueryPool.empty())
1976 {
1977 mEventQueryPool.back()->Release();
1978 mEventQueryPool.pop_back();
1979 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001980
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001981 if (mMaskedClearSavedState)
1982 {
1983 mMaskedClearSavedState->Release();
1984 mMaskedClearSavedState = NULL;
1985 }
1986
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001987 mVertexShaderCache.clear();
1988 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001989
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001990 delete mBlit;
1991 mBlit = NULL;
1992
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001993 delete mVertexDataManager;
1994 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001995
1996 delete mIndexDataManager;
1997 mIndexDataManager = NULL;
1998
1999 delete mLineLoopIB;
2000 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002001
2002 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2003 {
2004 delete mNullColorbufferCache[i].buffer;
2005 mNullColorbufferCache[i].buffer = NULL;
2006 }
2007
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002008}
2009
2010
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002011void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002012{
2013 mDeviceLost = true;
2014}
2015
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002016bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002017{
2018 return mDeviceLost;
2019}
2020
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002021// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002022bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002023{
2024 bool isLost = false;
2025
2026 if (mDeviceEx)
2027 {
2028 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2029 }
2030 else if (mDevice)
2031 {
2032 isLost = FAILED(mDevice->TestCooperativeLevel());
2033 }
2034 else
2035 {
2036 // No device yet, so no reset required
2037 }
2038
2039 if (isLost)
2040 {
2041 // ensure we note the device loss --
2042 // we'll probably get this done again by markDeviceLost
2043 // but best to remember it!
2044 // Note that we don't want to clear the device loss status here
2045 // -- this needs to be done by resetDevice
2046 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002047 if (notify)
2048 {
2049 mDisplay->notifyDeviceLost();
2050 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002051 }
2052
2053 return isLost;
2054}
2055
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002056bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002057{
2058 HRESULT status = D3D_OK;
2059
2060 if (mDeviceEx)
2061 {
2062 status = mDeviceEx->CheckDeviceState(NULL);
2063 }
2064 else if (mDevice)
2065 {
2066 status = mDevice->TestCooperativeLevel();
2067 }
2068
2069 switch (status)
2070 {
2071 case D3DERR_DEVICENOTRESET:
2072 case D3DERR_DEVICEHUNG:
2073 return true;
2074 default:
2075 return false;
2076 }
2077}
2078
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002079bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002080{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002081 releaseDeviceResources();
2082
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002083 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2084
2085 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002086 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002087 int attempts = 3;
2088
2089 while (lost && attempts > 0)
2090 {
2091 if (mDeviceEx)
2092 {
2093 Sleep(500); // Give the graphics driver some CPU time
2094 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2095 }
2096 else
2097 {
2098 result = mDevice->TestCooperativeLevel();
2099 while (result == D3DERR_DEVICELOST)
2100 {
2101 Sleep(100); // Give the graphics driver some CPU time
2102 result = mDevice->TestCooperativeLevel();
2103 }
2104
2105 if (result == D3DERR_DEVICENOTRESET)
2106 {
2107 result = mDevice->Reset(&presentParameters);
2108 }
2109 }
2110
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002111 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002112 attempts --;
2113 }
2114
2115 if (FAILED(result))
2116 {
2117 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2118 return false;
2119 }
2120
2121 // reset device defaults
2122 initializeDevice();
2123 mDeviceLost = false;
2124
2125 return true;
2126}
2127
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002128DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002129{
2130 return mAdapterIdentifier.VendorId;
2131}
2132
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002133std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002134{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002135 std::ostringstream rendererString;
2136
2137 rendererString << mAdapterIdentifier.Description;
2138 if (getShareHandleSupport())
2139 {
2140 rendererString << " Direct3D9Ex";
2141 }
2142 else
2143 {
2144 rendererString << " Direct3D9";
2145 }
2146
2147 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2148 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2149
2150 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002151}
2152
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002153GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002154{
2155 return mAdapterIdentifier.DeviceIdentifier;
2156}
2157
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002158void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002159{
2160 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2161 {
2162 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2163 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2164
2165 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2166 }
2167}
2168
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002169bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002170{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002171 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002172}
2173
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002174bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002175{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002176 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002177}
2178
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002179bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002180{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002181 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002182}
2183
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002184bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002185{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002186 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002187}
2188
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002189bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002190{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002191 *filtering = mFloat32FilterSupport;
2192 *renderable = mFloat32RenderSupport;
2193 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002194}
2195
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002196bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002197{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002198 *filtering = mFloat16FilterSupport;
2199 *renderable = mFloat16RenderSupport;
2200 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201}
2202
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002203bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002205 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206}
2207
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002208bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002209{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002210 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002211}
2212
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002213bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002214{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002215 return mSupportsTextureFilterAnisotropy;
2216}
2217
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002218float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002219{
2220 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002221 {
2222 return mDeviceCaps.MaxAnisotropy;
2223 }
2224 return 1.0f;
2225}
2226
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002227bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002228{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002229 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002230}
2231
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002232bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002233{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002234 return mVertexTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002235}
2236
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002237bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002238{
2239 return mSupportsNonPower2Textures;
2240}
2241
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002242bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002243{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002244 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002245}
2246
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002247bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002248{
2249 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2250}
2251
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002252bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002253{
2254 // PIX doesn't seem to support using share handles, so disable them.
2255 // D3D9_REPLACE
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002256 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002257}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002258
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002259bool Renderer9::getDerivativeInstructionSupport() const
2260{
2261 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2262}
2263
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002264int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002265{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002266 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002267}
2268
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002269float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002270{
2271 return mDeviceCaps.MaxPointSize;
2272}
2273
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002274int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002275{
2276 return (int)mDeviceCaps.MaxTextureWidth;
2277}
2278
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002279int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002280{
2281 return (int)mDeviceCaps.MaxTextureHeight;
2282}
2283
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002284bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002285{
2286 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2287}
2288
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002289DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002290{
2291 return mDeviceCaps.DeclTypes;
2292}
2293
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002294int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002295{
2296 return mMinSwapInterval;
2297}
2298
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002299int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002300{
2301 return mMaxSwapInterval;
2302}
2303
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002304int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002305{
2306 return mMaxSupportedSamples;
2307}
2308
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002309int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002310{
2311 if (requested == 0)
2312 {
2313 return requested;
2314 }
2315
2316 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2317 if (itr == mMultiSampleSupport.end())
2318 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002319 if (format == D3DFMT_UNKNOWN)
2320 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002321 return -1;
2322 }
2323
2324 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2325 {
2326 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2327 {
2328 return i;
2329 }
2330 }
2331
2332 return -1;
2333}
2334
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002335D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2336{
2337 switch (internalformat)
2338 {
2339 case GL_DEPTH_COMPONENT16:
2340 case GL_DEPTH_COMPONENT32_OES:
2341 case GL_DEPTH24_STENCIL8_OES:
2342 return D3DFMT_INTZ;
2343 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2344 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2345 return D3DFMT_DXT1;
2346 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2347 return D3DFMT_DXT3;
2348 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2349 return D3DFMT_DXT5;
2350 case GL_RGBA32F_EXT:
2351 case GL_RGB32F_EXT:
2352 case GL_ALPHA32F_EXT:
2353 case GL_LUMINANCE32F_EXT:
2354 case GL_LUMINANCE_ALPHA32F_EXT:
2355 return D3DFMT_A32B32G32R32F;
2356 case GL_RGBA16F_EXT:
2357 case GL_RGB16F_EXT:
2358 case GL_ALPHA16F_EXT:
2359 case GL_LUMINANCE16F_EXT:
2360 case GL_LUMINANCE_ALPHA16F_EXT:
2361 return D3DFMT_A16B16G16R16F;
2362 case GL_LUMINANCE8_EXT:
2363 if (getLuminanceTextureSupport())
2364 {
2365 return D3DFMT_L8;
2366 }
2367 break;
2368 case GL_LUMINANCE8_ALPHA8_EXT:
2369 if (getLuminanceAlphaTextureSupport())
2370 {
2371 return D3DFMT_A8L8;
2372 }
2373 break;
2374 case GL_RGB8_OES:
2375 case GL_RGB565:
2376 return D3DFMT_X8R8G8B8;
2377 }
2378
2379 return D3DFMT_A8R8G8B8;
2380}
2381
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002382bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002383{
2384 bool result = false;
2385
2386 if (source && dest)
2387 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002388 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2389 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002390
2391 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002392 for (int i = 0; i < levels; ++i)
2393 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002394 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2395 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002396
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002397 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002398
2399 if (srcSurf) srcSurf->Release();
2400 if (dstSurf) dstSurf->Release();
2401
2402 if (!result)
2403 return false;
2404 }
2405 }
2406
2407 return result;
2408}
2409
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002410bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002411{
2412 bool result = false;
2413
2414 if (source && dest)
2415 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002416 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2417 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002418 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002419 for (int f = 0; f < 6; f++)
2420 {
2421 for (int i = 0; i < levels; i++)
2422 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002423 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2424 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002425
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002426 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002427
2428 if (srcSurf) srcSurf->Release();
2429 if (dstSurf) dstSurf->Release();
2430
2431 if (!result)
2432 return false;
2433 }
2434 }
2435 }
2436
2437 return result;
2438}
2439
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002440D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002441{
2442 if (mD3d9Ex != NULL)
2443 {
2444 return D3DPOOL_DEFAULT;
2445 }
2446 else
2447 {
2448 if (!(usage & D3DUSAGE_DYNAMIC))
2449 {
2450 return D3DPOOL_MANAGED;
2451 }
2452 }
2453
2454 return D3DPOOL_DEFAULT;
2455}
2456
daniel@transgaming.com38380882012-11-28 19:36:39 +00002457bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002458 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002459{
2460 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
2461}
2462
daniel@transgaming.com38380882012-11-28 19:36:39 +00002463bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002464 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002465{
2466 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
2467}
2468
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002469bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
2470 bool blitRenderTarget, bool blitDepthStencil)
2471{
2472 endScene();
2473
2474 if (blitRenderTarget)
2475 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002476 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2477 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2478 RenderTarget9 *readRenderTarget = NULL;
2479 RenderTarget9 *drawRenderTarget = NULL;
2480 IDirect3DSurface9* readSurface = NULL;
2481 IDirect3DSurface9* drawSurface = NULL;
2482
2483 if (readBuffer)
2484 {
2485 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2486 }
2487 if (drawBuffer)
2488 {
2489 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2490 }
2491
2492 if (readRenderTarget)
2493 {
2494 readSurface = readRenderTarget->getSurface();
2495 }
2496 if (drawRenderTarget)
2497 {
2498 drawSurface = drawRenderTarget->getSurface();
2499 }
2500
2501 if (!readSurface || !drawSurface)
2502 {
2503 ERR("Failed to retrieve the render target.");
2504 return error(GL_OUT_OF_MEMORY, false);
2505 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002506
2507 RECT srcRect, dstRect;
2508 RECT *srcRectPtr = NULL;
2509 RECT *dstRectPtr = NULL;
2510
2511 if (readRect)
2512 {
2513 srcRect.left = readRect->x;
2514 srcRect.right = readRect->x + readRect->width;
2515 srcRect.top = readRect->y;
2516 srcRect.bottom = readRect->y + readRect->height;
2517 srcRectPtr = &srcRect;
2518 }
2519
2520 if (drawRect)
2521 {
2522 dstRect.left = drawRect->x;
2523 dstRect.right = drawRect->x + drawRect->width;
2524 dstRect.top = drawRect->y;
2525 dstRect.bottom = drawRect->y + drawRect->height;
2526 dstRectPtr = &dstRect;
2527 }
2528
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002529 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002530
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002531 readSurface->Release();
2532 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002533
2534 if (FAILED(result))
2535 {
2536 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2537 return false;
2538 }
2539 }
2540
2541 if (blitDepthStencil)
2542 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002543 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2544 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2545 RenderTarget9 *readDepthStencil = NULL;
2546 RenderTarget9 *drawDepthStencil = NULL;
2547 IDirect3DSurface9* readSurface = NULL;
2548 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002549
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002550 if (readBuffer)
2551 {
2552 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2553 }
2554 if (drawBuffer)
2555 {
2556 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2557 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002558
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002559 if (readDepthStencil)
2560 {
2561 readSurface = readDepthStencil->getSurface();
2562 }
2563 if (drawDepthStencil)
2564 {
2565 drawSurface = drawDepthStencil->getSurface();
2566 }
2567
2568 if (!readSurface || !drawSurface)
2569 {
2570 ERR("Failed to retrieve the render target.");
2571 return error(GL_OUT_OF_MEMORY, false);
2572 }
2573
2574 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2575
2576 readSurface->Release();
2577 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002578
2579 if (FAILED(result))
2580 {
2581 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2582 return false;
2583 }
2584 }
2585
2586 return true;
2587}
2588
2589void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2590 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2591{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002592 RenderTarget9 *renderTarget = NULL;
2593 IDirect3DSurface9 *surface = NULL;
2594 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2595
2596 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002597 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002598 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2599 }
2600
2601 if (renderTarget)
2602 {
2603 surface = renderTarget->getSurface();
2604 }
2605
2606 if (!surface)
2607 {
2608 // context must be lost
2609 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610 }
2611
2612 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002613 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002614
2615 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2616 {
2617 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002618 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002619 return error(GL_OUT_OF_MEMORY);
2620 }
2621
2622 HRESULT result;
2623 IDirect3DSurface9 *systemSurface = NULL;
2624 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2625 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2626 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2627 if (directToPixels)
2628 {
2629 // Use the pixels ptr as a shared handle to write directly into client's memory
2630 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2631 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2632 if (FAILED(result))
2633 {
2634 // Try again without the shared handle
2635 directToPixels = false;
2636 }
2637 }
2638
2639 if (!directToPixels)
2640 {
2641 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2642 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2643 if (FAILED(result))
2644 {
2645 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002646 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002647 return error(GL_OUT_OF_MEMORY);
2648 }
2649 }
2650
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002651 result = mDevice->GetRenderTargetData(surface, systemSurface);
2652 surface->Release();
2653 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002654
2655 if (FAILED(result))
2656 {
2657 systemSurface->Release();
2658
2659 // It turns out that D3D will sometimes produce more error
2660 // codes than those documented.
daniel@transgaming.com414c9162012-11-28 20:54:57 +00002661 if (checkDeviceLost(result))
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002662 return error(GL_OUT_OF_MEMORY);
2663 else
2664 {
2665 UNREACHABLE();
2666 return;
2667 }
2668
2669 }
2670
2671 if (directToPixels)
2672 {
2673 systemSurface->Release();
2674 return;
2675 }
2676
2677 RECT rect;
2678 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2679 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2680 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2681 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2682
2683 D3DLOCKED_RECT lock;
2684 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2685
2686 if (FAILED(result))
2687 {
2688 UNREACHABLE();
2689 systemSurface->Release();
2690
2691 return; // No sensible error to generate
2692 }
2693
2694 unsigned char *dest = (unsigned char*)pixels;
2695 unsigned short *dest16 = (unsigned short*)pixels;
2696
2697 unsigned char *source;
2698 int inputPitch;
2699 if (packReverseRowOrder)
2700 {
2701 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2702 inputPitch = -lock.Pitch;
2703 }
2704 else
2705 {
2706 source = (unsigned char*)lock.pBits;
2707 inputPitch = lock.Pitch;
2708 }
2709
2710 unsigned int fastPixelSize = 0;
2711
2712 if (desc.Format == D3DFMT_A8R8G8B8 &&
2713 format == GL_BGRA_EXT &&
2714 type == GL_UNSIGNED_BYTE)
2715 {
2716 fastPixelSize = 4;
2717 }
2718 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2719 format == GL_BGRA_EXT &&
2720 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2721 (desc.Format == D3DFMT_A1R5G5B5 &&
2722 format == GL_BGRA_EXT &&
2723 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2724 {
2725 fastPixelSize = 2;
2726 }
2727 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2728 format == GL_RGBA &&
2729 type == GL_HALF_FLOAT_OES)
2730 {
2731 fastPixelSize = 8;
2732 }
2733 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2734 format == GL_RGBA &&
2735 type == GL_FLOAT)
2736 {
2737 fastPixelSize = 16;
2738 }
2739
2740 for (int j = 0; j < rect.bottom - rect.top; j++)
2741 {
2742 if (fastPixelSize != 0)
2743 {
2744 // Fast path for formats which require no translation:
2745 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2746 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2747 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2748 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2749 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2750 //
2751 // Note that buffers with no alpha go through the slow path below.
2752 memcpy(dest + j * outputPitch,
2753 source + j * inputPitch,
2754 (rect.right - rect.left) * fastPixelSize);
2755 continue;
2756 }
2757
2758 for (int i = 0; i < rect.right - rect.left; i++)
2759 {
2760 float r;
2761 float g;
2762 float b;
2763 float a;
2764
2765 switch (desc.Format)
2766 {
2767 case D3DFMT_R5G6B5:
2768 {
2769 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2770
2771 a = 1.0f;
2772 b = (rgb & 0x001F) * (1.0f / 0x001F);
2773 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2774 r = (rgb & 0xF800) * (1.0f / 0xF800);
2775 }
2776 break;
2777 case D3DFMT_A1R5G5B5:
2778 {
2779 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2780
2781 a = (argb & 0x8000) ? 1.0f : 0.0f;
2782 b = (argb & 0x001F) * (1.0f / 0x001F);
2783 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2784 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2785 }
2786 break;
2787 case D3DFMT_A8R8G8B8:
2788 {
2789 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2790
2791 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2792 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2793 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2794 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2795 }
2796 break;
2797 case D3DFMT_X8R8G8B8:
2798 {
2799 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2800
2801 a = 1.0f;
2802 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2803 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2804 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2805 }
2806 break;
2807 case D3DFMT_A2R10G10B10:
2808 {
2809 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2810
2811 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2812 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2813 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2814 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2815 }
2816 break;
2817 case D3DFMT_A32B32G32R32F:
2818 {
2819 // float formats in D3D are stored rgba, rather than the other way round
2820 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2821 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2822 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2823 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2824 }
2825 break;
2826 case D3DFMT_A16B16G16R16F:
2827 {
2828 // float formats in D3D are stored rgba, rather than the other way round
2829 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2830 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2831 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2832 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2833 }
2834 break;
2835 default:
2836 UNIMPLEMENTED(); // FIXME
2837 UNREACHABLE();
2838 return;
2839 }
2840
2841 switch (format)
2842 {
2843 case GL_RGBA:
2844 switch (type)
2845 {
2846 case GL_UNSIGNED_BYTE:
2847 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2848 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2849 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2850 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2851 break;
2852 default: UNREACHABLE();
2853 }
2854 break;
2855 case GL_BGRA_EXT:
2856 switch (type)
2857 {
2858 case GL_UNSIGNED_BYTE:
2859 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2860 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2861 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2862 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2863 break;
2864 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2865 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2866 // this type is packed as follows:
2867 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2868 // --------------------------------------------------------------------------------
2869 // | 4th | 3rd | 2nd | 1st component |
2870 // --------------------------------------------------------------------------------
2871 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2872 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2873 ((unsigned short)(15 * a + 0.5f) << 12)|
2874 ((unsigned short)(15 * r + 0.5f) << 8) |
2875 ((unsigned short)(15 * g + 0.5f) << 4) |
2876 ((unsigned short)(15 * b + 0.5f) << 0);
2877 break;
2878 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2879 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2880 // this type is packed as follows:
2881 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2882 // --------------------------------------------------------------------------------
2883 // | 4th | 3rd | 2nd | 1st component |
2884 // --------------------------------------------------------------------------------
2885 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2886 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2887 ((unsigned short)( a + 0.5f) << 15) |
2888 ((unsigned short)(31 * r + 0.5f) << 10) |
2889 ((unsigned short)(31 * g + 0.5f) << 5) |
2890 ((unsigned short)(31 * b + 0.5f) << 0);
2891 break;
2892 default: UNREACHABLE();
2893 }
2894 break;
2895 case GL_RGB:
2896 switch (type)
2897 {
2898 case GL_UNSIGNED_SHORT_5_6_5:
2899 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2900 ((unsigned short)(31 * b + 0.5f) << 0) |
2901 ((unsigned short)(63 * g + 0.5f) << 5) |
2902 ((unsigned short)(31 * r + 0.5f) << 11);
2903 break;
2904 case GL_UNSIGNED_BYTE:
2905 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2906 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2907 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2908 break;
2909 default: UNREACHABLE();
2910 }
2911 break;
2912 default: UNREACHABLE();
2913 }
2914 }
2915 }
2916
2917 systemSurface->UnlockRect();
2918
2919 systemSurface->Release();
2920}
2921
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002922RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2923{
2924 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2925 IDirect3DSurface9 *surface = NULL;
2926 if (depth)
2927 {
2928 surface = swapChain9->getDepthStencil();
2929 }
2930 else
2931 {
2932 surface = swapChain9->getRenderTarget();
2933 }
2934
2935 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2936
2937 return renderTarget;
2938}
2939
2940RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2941{
2942 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2943 return renderTarget;
2944}
2945
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002946ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002947{
2948 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002949
2950 switch (type)
2951 {
2952 case GL_VERTEX_SHADER:
2953 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002954 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002955 if (vshader)
2956 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002957 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002958 }
2959 }
2960 break;
2961 case GL_FRAGMENT_SHADER:
2962 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002963 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002964 if (pshader)
2965 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002966 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002967 }
2968 }
2969 break;
2970 default:
2971 UNREACHABLE();
2972 break;
2973 }
2974
2975 return executable;
2976}
2977
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002978ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2979{
2980 const char *profile = NULL;
2981
2982 switch (type)
2983 {
2984 case GL_VERTEX_SHADER:
2985 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
2986 break;
2987 case GL_FRAGMENT_SHADER:
2988 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
2989 break;
2990 default:
2991 UNREACHABLE();
2992 return NULL;
2993 }
2994
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002995 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002996 if (!binary)
2997 return NULL;
2998
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002999 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003000 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003001
3002 return executable;
3003}
3004
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003005bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3006{
3007 return mBlit->boxFilter(source, dest);
3008}
3009
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003010D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003011{
3012 if (mD3d9Ex != NULL)
3013 {
3014 return D3DPOOL_DEFAULT;
3015 }
3016 else
3017 {
3018 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3019 {
3020 return D3DPOOL_MANAGED;
3021 }
3022 }
3023
3024 return D3DPOOL_DEFAULT;
3025}
3026
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003027bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3028{
3029 if (source && dest)
3030 {
3031 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
3032 IDirect3DDevice9 *device = getDevice(); // D3D9_REPLACE
3033
3034 if (fromManaged)
3035 {
3036 D3DSURFACE_DESC desc;
3037 source->GetDesc(&desc);
3038
3039 IDirect3DSurface9 *surf = 0;
3040 result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
3041
3042 if (SUCCEEDED(result))
3043 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003044 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003045 result = device->UpdateSurface(surf, NULL, dest, NULL);
3046 surf->Release();
3047 }
3048 }
3049 else
3050 {
3051 endScene();
3052 result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
3053 }
3054
3055 if (FAILED(result))
3056 {
3057 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3058 return false;
3059 }
3060 }
3061
3062 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003063}
3064
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003065Image *Renderer9::createImage()
3066{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003067 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003068}
3069
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003070void Renderer9::generateMipmap(Image *dest, Image *src)
3071{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003072 Image9 *src9 = Image9::makeImage9(src);
3073 Image9 *dst9 = Image9::makeImage9(dest);
3074 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003075}
3076
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003077TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3078{
3079 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3080 return new TextureStorage9_2D(this, swapChain9);
3081}
3082
3083TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3084{
3085 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3086}
3087
3088TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3089{
3090 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3091}
3092
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003093}