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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
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.com2507f412012-10-31 18:46:48 +0000599void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000600{
601 HRESULT result;
602
603 IDirect3DQuery9* query = allocateEventQuery();
604 if (!query)
605 {
606 return;
607 }
608
609 result = query->Issue(D3DISSUE_END);
610 ASSERT(SUCCEEDED(result));
611
612 do
613 {
614 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
615
616 if(block && result == S_FALSE)
617 {
618 // Keep polling, but allow other threads to do something useful first
619 Sleep(0);
620 // explicitly check for device loss
621 // some drivers seem to return S_FALSE even if the device is lost
622 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000623 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000624 {
625 result = D3DERR_DEVICELOST;
626 }
627 }
628 }
629 while(block && result == S_FALSE);
630
631 freeEventQuery(query);
632
633 if (isDeviceLostError(result))
634 {
635 mDisplay->notifyDeviceLost();
636 }
637}
638
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000639SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
640{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000641 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000642}
643
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000644IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000645{
646 IDirect3DQuery9 *query = NULL;
647
648 if (mEventQueryPool.empty())
649 {
650 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
651 ASSERT(SUCCEEDED(result));
652 }
653 else
654 {
655 query = mEventQueryPool.back();
656 mEventQueryPool.pop_back();
657 }
658
659 return query;
660}
661
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000662void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000663{
664 if (mEventQueryPool.size() > 1000)
665 {
666 query->Release();
667 }
668 else
669 {
670 mEventQueryPool.push_back(query);
671 }
672}
673
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000674IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000675{
676 return mVertexShaderCache.create(function, length);
677}
678
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000679IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000680{
681 return mPixelShaderCache.create(function, length);
682}
683
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000684HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
685{
686 D3DPOOL Pool = getBufferPool(Usage);
687 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
688}
689
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000690VertexBuffer *Renderer9::createVertexBuffer()
691{
692 return new VertexBuffer9(this);
693}
694
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000695HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
696{
697 D3DPOOL Pool = getBufferPool(Usage);
698 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
699}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000700
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000701IndexBuffer *Renderer9::createIndexBuffer()
702{
703 return new IndexBuffer9(this);
704}
705
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000706void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000707{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000708 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
709 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000710
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000711 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000712 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000713 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
714 int d3dSampler = index + d3dSamplerOffset;
715
716 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
717 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
718
719 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
720 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
721 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
722 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
723 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
724 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
725 if (mSupportsTextureFilterAnisotropy)
726 {
727 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
728 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000729 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000730
731 forceSetSamplers[index] = false;
732 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000733}
734
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000735void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000736{
737 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
738 int d3dSampler = index + d3dSamplerOffset;
739 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000740 unsigned int serial = 0;
741 bool forceSetTexture = false;
742
743 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000744
745 if (texture)
746 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000747 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000748 if (texStorage)
749 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000750 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000751 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000752 }
753 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000754 // in the texture class and we're unexpectedly missing the d3d texture
755 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000756
757 serial = texture->getTextureSerial();
758 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000759 }
760
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000761 if (forceSetTexture || appliedSerials[index] != serial)
762 {
763 mDevice->SetTexture(d3dSampler, d3dTexture);
764 }
765
766 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000767}
768
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000769void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000770{
771 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000772
773 if (rasterStateChanged)
774 {
775 // Set the cull mode
776 if (rasterState.cullFace)
777 {
778 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
779 }
780 else
781 {
782 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
783 }
784
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000785 if (rasterState.polygonOffsetFill)
786 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000787 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000788 {
789 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
790
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000791 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000792 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
793 }
794 }
795 else
796 {
797 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
798 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
799 }
800
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000801 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000802 }
803
804 mForceSetRasterState = false;
805}
806
807void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
808{
809 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
810 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
811 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
812
813 if (blendStateChanged || blendColorChanged)
814 {
815 if (blendState.blend)
816 {
817 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
818
819 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
820 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
821 {
822 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
823 }
824 else
825 {
826 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
827 gl::unorm<8>(blendColor.alpha),
828 gl::unorm<8>(blendColor.alpha),
829 gl::unorm<8>(blendColor.alpha)));
830 }
831
832 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
833 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
834 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
835
836 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
837 blendState.destBlendRGB != blendState.destBlendAlpha ||
838 blendState.blendEquationRGB != blendState.blendEquationAlpha)
839 {
840 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
841
842 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
843 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
844 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
845 }
846 else
847 {
848 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
849 }
850 }
851 else
852 {
853 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
854 }
855
856 if (blendState.sampleAlphaToCoverage)
857 {
858 FIXME("Sample alpha to coverage is unimplemented.");
859 }
860
861 // Set the color mask
862 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
863 // Apparently some ATI cards have a bug where a draw with a zero color
864 // write mask can cause later draws to have incorrect results. Instead,
865 // set a nonzero color write mask but modify the blend state so that no
866 // drawing is done.
867 // http://code.google.com/p/angleproject/issues/detail?id=169
868
869 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
870 blendState.colorMaskBlue, blendState.colorMaskAlpha);
871 if (colorMask == 0 && !zeroColorMaskAllowed)
872 {
873 // Enable green channel, but set blending so nothing will be drawn.
874 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
875 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
876
877 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
878 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
879 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
880 }
881 else
882 {
883 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
884 }
885
886 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
887
888 mCurBlendState = blendState;
889 mCurBlendColor = blendColor;
890 }
891
892 if (sampleMaskChanged)
893 {
894 // Set the multisample mask
895 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
896 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
897
898 mCurSampleMask = sampleMask;
899 }
900
901 mForceSetBlendState = false;
902}
903
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000904void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000905 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000906{
907 bool depthStencilStateChanged = mForceSetDepthStencilState ||
908 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000909 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
910 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000911 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000912
913 if (depthStencilStateChanged)
914 {
915 if (depthStencilState.depthTest)
916 {
917 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
918 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
919 }
920 else
921 {
922 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
923 }
924
925 mCurDepthStencilState = depthStencilState;
926 }
927
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000928 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000929 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000930 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000931 {
932 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
933 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
934
935 // FIXME: Unsupported by D3D9
936 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
937 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
938 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
939 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000940 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000941 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
942 {
943 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
944 return error(GL_INVALID_OPERATION);
945 }
946
947 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000948 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000949
950 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
951 depthStencilState.stencilWritemask);
952 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
953 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
954
955 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000956 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000957 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
958 depthStencilState.stencilMask);
959
960 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
961 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
962 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
963 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
964 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
965 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
966
967 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
968 depthStencilState.stencilBackWritemask);
969 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
970 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
971
972 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000973 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
975 depthStencilState.stencilBackMask);
976
977 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
978 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
979 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
980 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
981 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
982 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
983 }
984 else
985 {
986 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
987 }
988
989 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
990
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000991 mCurStencilRef = stencilRef;
992 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000993 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000994 }
995
996 mForceSetDepthStencilState = false;
997}
998
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000999void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001000{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001001 bool scissorChanged = mForceSetScissor ||
1002 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1003 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001004
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001005 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001006 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001007 if (enabled)
1008 {
1009 RECT rect;
1010 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1011 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1012 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1013 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1014 mDevice->SetScissorRect(&rect);
1015 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001016
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001017 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1018
1019 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001021 }
1022
1023 mForceSetScissor = false;
1024}
1025
daniel@transgaming.com12985182012-12-20 20:56:31 +00001026bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001027 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001028{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001029 gl::Rectangle actualViewport = viewport;
1030 float actualZNear = gl::clamp01(zNear);
1031 float actualZFar = gl::clamp01(zFar);
1032 if (ignoreViewport)
1033 {
1034 actualViewport.x = 0;
1035 actualViewport.y = 0;
1036 actualViewport.width = mRenderTargetDesc.width;
1037 actualViewport.height = mRenderTargetDesc.height;
1038 actualZNear = 0.0f;
1039 actualZFar = 1.0f;
1040 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001041
1042 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001043 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1044 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1045 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1046 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1047 dxViewport.MinZ = actualZNear;
1048 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001049
1050 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1051 {
1052 return false; // Nothing to render
1053 }
1054
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001055 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1056 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001057 if (viewportChanged)
1058 {
1059 mDevice->SetViewport(&dxViewport);
1060
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001061 mCurViewport = actualViewport;
1062 mCurNear = actualZNear;
1063 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001064 }
1065
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001066 if (currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001067 {
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001068 dx_VertexConstants vc = {0};
1069 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001070
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001071 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1072 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001073
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001074 pc.coord[0] = actualViewport.width * 0.5f;
1075 pc.coord[1] = actualViewport.height * 0.5f;
1076 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
1077 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001078
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001079 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1080 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1081 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1082
1083 vc.depthRange[0] = actualZNear;
1084 vc.depthRange[1] = actualZFar;
1085 vc.depthRange[2] = actualZFar - actualZNear;
1086
1087 pc.depthRange[0] = actualZNear;
1088 pc.depthRange[1] = actualZFar;
1089 pc.depthRange[2] = actualZFar - actualZNear;
1090
1091 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1092 {
1093 mVertexConstants = vc;
1094 mDxUniformsDirty = true;
1095 }
1096
1097 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1098 {
1099 mPixelConstants = pc;
1100 mDxUniformsDirty = true;
1101 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001102 }
1103
1104 mForceSetViewport = false;
1105 return true;
1106}
1107
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001108bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1109{
1110 switch (mode)
1111 {
1112 case GL_POINTS:
1113 mPrimitiveType = D3DPT_POINTLIST;
1114 mPrimitiveCount = count;
1115 break;
1116 case GL_LINES:
1117 mPrimitiveType = D3DPT_LINELIST;
1118 mPrimitiveCount = count / 2;
1119 break;
1120 case GL_LINE_LOOP:
1121 mPrimitiveType = D3DPT_LINESTRIP;
1122 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1123 break;
1124 case GL_LINE_STRIP:
1125 mPrimitiveType = D3DPT_LINESTRIP;
1126 mPrimitiveCount = count - 1;
1127 break;
1128 case GL_TRIANGLES:
1129 mPrimitiveType = D3DPT_TRIANGLELIST;
1130 mPrimitiveCount = count / 3;
1131 break;
1132 case GL_TRIANGLE_STRIP:
1133 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1134 mPrimitiveCount = count - 2;
1135 break;
1136 case GL_TRIANGLE_FAN:
1137 mPrimitiveType = D3DPT_TRIANGLEFAN;
1138 mPrimitiveCount = count - 2;
1139 break;
1140 default:
1141 return error(GL_INVALID_ENUM, false);
1142 }
1143
1144 return mPrimitiveCount > 0;
1145}
1146
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001147
1148gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1149{
1150 if (!depthbuffer)
1151 {
1152 ERR("Unexpected null depthbuffer for depth-only FBO.");
1153 return NULL;
1154 }
1155
1156 GLsizei width = depthbuffer->getWidth();
1157 GLsizei height = depthbuffer->getHeight();
1158
1159 // search cached nullcolorbuffers
1160 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1161 {
1162 if (mNullColorbufferCache[i].buffer != NULL &&
1163 mNullColorbufferCache[i].width == width &&
1164 mNullColorbufferCache[i].height == height)
1165 {
1166 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1167 return mNullColorbufferCache[i].buffer;
1168 }
1169 }
1170
1171 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1172
1173 // add nullbuffer to the cache
1174 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1175 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1176 {
1177 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1178 {
1179 oldest = &mNullColorbufferCache[i];
1180 }
1181 }
1182
1183 delete oldest->buffer;
1184 oldest->buffer = nullbuffer;
1185 oldest->lruCount = ++mMaxNullColorbufferLRU;
1186 oldest->width = width;
1187 oldest->height = height;
1188
1189 return nullbuffer;
1190}
1191
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001192bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001193{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001194 // if there is no color attachment we must synthesize a NULL colorattachment
1195 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1196 gl::Renderbuffer *renderbufferObject = NULL;
1197 if (framebuffer->getColorbufferType() != GL_NONE)
1198 {
1199 renderbufferObject = framebuffer->getColorbuffer();
1200 }
1201 else
1202 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001203 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001204 }
1205 if (!renderbufferObject)
1206 {
1207 ERR("unable to locate renderbuffer for FBO.");
1208 return false;
1209 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001210
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001211 bool renderTargetChanged = false;
1212 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1213 if (renderTargetSerial != mAppliedRenderTargetSerial)
1214 {
1215 // Apply the render target on the device
1216 IDirect3DSurface9 *renderTargetSurface = NULL;
1217
1218 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1219 if (renderTarget)
1220 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001221 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001222 }
1223
1224 if (!renderTargetSurface)
1225 {
1226 ERR("render target pointer unexpectedly null.");
1227 return false; // Context must be lost
1228 }
1229
1230 mDevice->SetRenderTarget(0, renderTargetSurface);
1231 renderTargetSurface->Release();
1232
1233 mAppliedRenderTargetSerial = renderTargetSerial;
1234 renderTargetChanged = true;
1235 }
1236
1237 gl::Renderbuffer *depthStencil = NULL;
1238 unsigned int depthbufferSerial = 0;
1239 unsigned int stencilbufferSerial = 0;
1240 if (framebuffer->getDepthbufferType() != GL_NONE)
1241 {
1242 depthStencil = framebuffer->getDepthbuffer();
1243 if (!depthStencil)
1244 {
1245 ERR("Depth stencil pointer unexpectedly null.");
1246 return false;
1247 }
1248
1249 depthbufferSerial = depthStencil->getSerial();
1250 }
1251 else if (framebuffer->getStencilbufferType() != GL_NONE)
1252 {
1253 depthStencil = framebuffer->getStencilbuffer();
1254 if (!depthStencil)
1255 {
1256 ERR("Depth stencil pointer unexpectedly null.");
1257 return false;
1258 }
1259
1260 stencilbufferSerial = depthStencil->getSerial();
1261 }
1262
1263 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1264 stencilbufferSerial != mAppliedStencilbufferSerial ||
1265 !mDepthStencilInitialized)
1266 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001267 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001268 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001269
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001270 // Apply the depth stencil on the device
1271 if (depthStencil)
1272 {
1273 IDirect3DSurface9 *depthStencilSurface = NULL;
1274 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1275
1276 if (depthStencilRenderTarget)
1277 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001278 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001279 }
1280
1281 if (!depthStencilSurface)
1282 {
1283 ERR("depth stencil pointer unexpectedly null.");
1284 return false; // Context must be lost
1285 }
1286
1287 mDevice->SetDepthStencilSurface(depthStencilSurface);
1288 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001289
1290 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001291 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001292 }
1293 else
1294 {
1295 mDevice->SetDepthStencilSurface(NULL);
1296 }
1297
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001298 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1299 {
1300 mCurDepthSize = depthSize;
1301 mForceSetRasterState = true;
1302 }
1303
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001304 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1305 {
1306 mCurStencilSize = stencilSize;
1307 mForceSetDepthStencilState = true;
1308 }
1309
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001310 mAppliedDepthbufferSerial = depthbufferSerial;
1311 mAppliedStencilbufferSerial = stencilbufferSerial;
1312 mDepthStencilInitialized = true;
1313 }
1314
1315 if (renderTargetChanged || !mRenderTargetDescInitialized)
1316 {
1317 mForceSetScissor = true;
1318 mForceSetViewport = true;
1319
1320 mRenderTargetDesc.width = renderbufferObject->getWidth();
1321 mRenderTargetDesc.height = renderbufferObject->getHeight();
1322 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1323 mRenderTargetDescInitialized = true;
1324 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001325
1326 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001327}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001328
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001329GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001330{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001331 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001332 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1333 if (err != GL_NO_ERROR)
1334 {
1335 return err;
1336 }
1337
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001338 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1339}
1340
1341// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001342GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001343{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001344 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001345
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001346 if (err == GL_NO_ERROR)
1347 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001348 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001349 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001350 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1351
1352 mDevice->SetIndices(indexBuffer->getBuffer());
1353 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001354 }
1355 }
1356
1357 return err;
1358}
1359
1360void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1361{
1362 startScene();
1363
1364 if (mode == GL_LINE_LOOP)
1365 {
1366 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1367 }
1368 else if (instances > 0)
1369 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001370 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001371 if (countingIB)
1372 {
1373 if (mAppliedIBSerial != countingIB->getSerial())
1374 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001375 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1376
1377 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001378 mAppliedIBSerial = countingIB->getSerial();
1379 }
1380
1381 for (int i = 0; i < mRepeatDraw; i++)
1382 {
1383 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1384 }
1385 }
1386 else
1387 {
1388 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1389 return error(GL_OUT_OF_MEMORY);
1390 }
1391 }
1392 else // Regular case
1393 {
1394 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1395 }
1396}
1397
daniel@transgaming.com31240482012-11-28 21:06:41 +00001398void 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 +00001399{
1400 startScene();
1401
1402 if (mode == GL_LINE_LOOP)
1403 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001404 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001405 }
1406 else
1407 {
1408 for (int i = 0; i < mRepeatDraw; i++)
1409 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001410 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1411 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001412 }
1413 }
1414}
1415
1416void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1417{
1418 // Get the raw indices for an indexed draw
1419 if (type != GL_NONE && elementArrayBuffer)
1420 {
1421 gl::Buffer *indexBuffer = elementArrayBuffer;
1422 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1423 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1424 }
1425
1426 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001427
1428 if (get32BitIndexSupport())
1429 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001430 if (!mLineLoopIB)
1431 {
1432 mLineLoopIB = new StreamingIndexBufferInterface(this);
1433 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1434 {
1435 delete mLineLoopIB;
1436 mLineLoopIB = NULL;
1437
1438 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
1439 return error(GL_OUT_OF_MEMORY);
1440 }
1441 }
1442
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001443 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001444 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001446 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1447 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001448 }
1449
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001450 void* mappedMemory = NULL;
1451 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1452 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001453 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001454 ERR("Could not map index buffer for GL_LINE_LOOP.");
1455 return error(GL_OUT_OF_MEMORY);
1456 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001457
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001458 startIndex = static_cast<UINT>(offset) / 4;
1459 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1460
1461 switch (type)
1462 {
1463 case GL_NONE: // Non-indexed draw
1464 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001465 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001466 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 data[count] = 0;
1469 break;
1470 case GL_UNSIGNED_BYTE:
1471 for (int i = 0; i < count; i++)
1472 {
1473 data[i] = static_cast<const GLubyte*>(indices)[i];
1474 }
1475 data[count] = static_cast<const GLubyte*>(indices)[0];
1476 break;
1477 case GL_UNSIGNED_SHORT:
1478 for (int i = 0; i < count; i++)
1479 {
1480 data[i] = static_cast<const GLushort*>(indices)[i];
1481 }
1482 data[count] = static_cast<const GLushort*>(indices)[0];
1483 break;
1484 case GL_UNSIGNED_INT:
1485 for (int i = 0; i < count; i++)
1486 {
1487 data[i] = static_cast<const GLuint*>(indices)[i];
1488 }
1489 data[count] = static_cast<const GLuint*>(indices)[0];
1490 break;
1491 default: UNREACHABLE();
1492 }
1493
1494 if (!mLineLoopIB->unmapBuffer())
1495 {
1496 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1497 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001498 }
1499 }
1500 else
1501 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001502 if (!mLineLoopIB)
1503 {
1504 mLineLoopIB = new StreamingIndexBufferInterface(this);
1505 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1506 {
1507 delete mLineLoopIB;
1508 mLineLoopIB = NULL;
1509
1510 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
1511 return error(GL_OUT_OF_MEMORY);
1512 }
1513 }
1514
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001515 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001516 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001517 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001518 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1519 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001520 }
1521
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001522 void* mappedMemory = NULL;
1523 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1524 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001525 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001526 ERR("Could not map index buffer for GL_LINE_LOOP.");
1527 return error(GL_OUT_OF_MEMORY);
1528 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001529
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001530 startIndex = static_cast<UINT>(offset) / 2;
1531 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1532
1533 switch (type)
1534 {
1535 case GL_NONE: // Non-indexed draw
1536 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001537 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001538 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001539 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 data[count] = 0;
1541 break;
1542 case GL_UNSIGNED_BYTE:
1543 for (int i = 0; i < count; i++)
1544 {
1545 data[i] = static_cast<const GLubyte*>(indices)[i];
1546 }
1547 data[count] = static_cast<const GLubyte*>(indices)[0];
1548 break;
1549 case GL_UNSIGNED_SHORT:
1550 for (int i = 0; i < count; i++)
1551 {
1552 data[i] = static_cast<const GLushort*>(indices)[i];
1553 }
1554 data[count] = static_cast<const GLushort*>(indices)[0];
1555 break;
1556 case GL_UNSIGNED_INT:
1557 for (int i = 0; i < count; i++)
1558 {
1559 data[i] = static_cast<const GLuint*>(indices)[i];
1560 }
1561 data[count] = static_cast<const GLuint*>(indices)[0];
1562 break;
1563 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001564 }
1565
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001566 if (!mLineLoopIB->unmapBuffer())
1567 {
1568 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1569 return error(GL_OUT_OF_MEMORY);
1570 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001571 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001572
1573 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001574 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001575 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1576
1577 mDevice->SetIndices(indexBuffer->getBuffer());
1578 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001579 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001580
1581 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001582}
1583
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001584void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1585{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001586 unsigned int programBinarySerial = programBinary->getSerial();
1587 if (programBinarySerial != mAppliedProgramBinarySerial)
1588 {
1589 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1590 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001591
daniel@transgaming.come4991412012-12-20 20:55:34 +00001592 IDirect3DVertexShader9 *vertexShader = NULL;
1593 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001594
daniel@transgaming.come4991412012-12-20 20:55:34 +00001595 IDirect3DPixelShader9 *pixelShader = NULL;
1596 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001597
daniel@transgaming.come4991412012-12-20 20:55:34 +00001598 mDevice->SetPixelShader(pixelShader);
1599 mDevice->SetVertexShader(vertexShader);
1600 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001601 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001602
1603 mAppliedProgramBinarySerial = programBinarySerial;
1604 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001605}
1606
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001607void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001608{
1609 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1610 {
1611 gl::Uniform *targetUniform = *ub;
1612
1613 if (targetUniform->dirty)
1614 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001615 int count = targetUniform->elementCount();
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001616 GLfloat *f = (GLfloat*)targetUniform->data;
1617 GLint *i = (GLint*)targetUniform->data;
1618 GLboolean *b = (GLboolean*)targetUniform->data;
1619
1620 switch (targetUniform->type)
1621 {
1622 case GL_SAMPLER_2D:
1623 case GL_SAMPLER_CUBE:
1624 break;
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001625 case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
1626 case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
1627 case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
1628 case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001629 case GL_FLOAT:
1630 case GL_FLOAT_VEC2:
1631 case GL_FLOAT_VEC3:
1632 case GL_FLOAT_VEC4:
1633 case GL_FLOAT_MAT2:
1634 case GL_FLOAT_MAT3:
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001635 case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
1636 case GL_INT: applyUniform1iv(targetUniform, count, i); break;
1637 case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
1638 case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
1639 case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001640 default:
1641 UNREACHABLE();
1642 }
1643
1644 targetUniform->dirty = false;
1645 }
1646 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001647
1648 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001649 if (mDxUniformsDirty)
1650 {
1651 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1652 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1653 mDxUniformsDirty = false;
1654 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001655}
1656
1657void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
1658{
1659 float vector[gl::D3D9_MAX_FLOAT_CONSTANTS * 4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001660
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001661 if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001662 {
1663 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1664 for (int i = 0; i < count; i++)
1665 {
1666 for (int j = 0; j < 4; j++)
1667 {
1668 if (j < width)
1669 {
1670 vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
1671 }
1672 else
1673 {
1674 vector[i * 4 + j] = 0.0f;
1675 }
1676 }
1677 }
1678 }
1679
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001680 applyUniformnfv(targetUniform, vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001681}
1682
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001683void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001684{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001685 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001686 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001687 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001688 }
1689
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001690 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001691 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001692 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001693 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694}
1695
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001696void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001697{
1698 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1699 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1700
1701 for (int i = 0; i < count; i++)
1702 {
1703 vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
1704 }
1705
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001706 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001707}
1708
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001709void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710{
1711 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1712 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1713
1714 for (int i = 0; i < count; i++)
1715 {
1716 vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
1717
1718 v += 2;
1719 }
1720
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001721 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001722}
1723
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001724void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725{
1726 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1727 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1728
1729 for (int i = 0; i < count; i++)
1730 {
1731 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
1732
1733 v += 3;
1734 }
1735
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001736 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737}
1738
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001739void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001740{
1741 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1742 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1743
1744 for (int i = 0; i < count; i++)
1745 {
1746 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
1747
1748 v += 4;
1749 }
1750
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001751 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001752}
1753
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001754void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001755{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001756 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1757 gl::unorm<8>(clearParams.colorClearValue.red),
1758 gl::unorm<8>(clearParams.colorClearValue.green),
1759 gl::unorm<8>(clearParams.colorClearValue.blue));
1760 float depth = gl::clamp01(clearParams.depthClearValue);
1761 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001762
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001763 unsigned int stencilUnmasked = 0x0;
1764 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1765 {
1766 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1767 stencilUnmasked = (0x1 << stencilSize) - 1;
1768 }
1769
1770 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1771
1772 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1773 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1774 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1775 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1776 clearParams.colorMaskBlue && alphaUnmasked);
1777
1778 if (needMaskedColorClear || needMaskedStencilClear)
1779 {
1780 // State which is altered in all paths from this point to the clear call is saved.
1781 // State which is altered in only some paths will be flagged dirty in the case that
1782 // that path is taken.
1783 HRESULT hr;
1784 if (mMaskedClearSavedState == NULL)
1785 {
1786 hr = mDevice->BeginStateBlock();
1787 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1788
1789 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1790 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1791 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1792 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1793 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1794 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1795 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1796 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1797 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1798 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1799 mDevice->SetPixelShader(NULL);
1800 mDevice->SetVertexShader(NULL);
1801 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1802 mDevice->SetStreamSource(0, NULL, 0, 0);
1803 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1804 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1805 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1806 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1807 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1808 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1809 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1810
1811 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1812 {
1813 mDevice->SetStreamSourceFreq(i, 1);
1814 }
1815
1816 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1817 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1818 }
1819
1820 ASSERT(mMaskedClearSavedState != NULL);
1821
1822 if (mMaskedClearSavedState != NULL)
1823 {
1824 hr = mMaskedClearSavedState->Capture();
1825 ASSERT(SUCCEEDED(hr));
1826 }
1827
1828 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1829 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1830 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1831 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1832 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1833 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1834 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1835 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1836
1837 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1838 {
1839 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1840 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1841 clearParams.colorMaskGreen,
1842 clearParams.colorMaskBlue,
1843 clearParams.colorMaskAlpha));
1844 }
1845 else
1846 {
1847 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1848 }
1849
1850 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1851 {
1852 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1853 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1854 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1855 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1856 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1857 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1858 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1859 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1860 }
1861 else
1862 {
1863 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1864 }
1865
1866 mDevice->SetPixelShader(NULL);
1867 mDevice->SetVertexShader(NULL);
1868 mDevice->SetFVF(D3DFVF_XYZRHW);
1869 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1870 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1871 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1872 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1873 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1874 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1875 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1876
1877 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1878 {
1879 mDevice->SetStreamSourceFreq(i, 1);
1880 }
1881
1882 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1883 quad[0][0] = -0.5f;
1884 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1885 quad[0][2] = 0.0f;
1886 quad[0][3] = 1.0f;
1887
1888 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1889 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1890 quad[1][2] = 0.0f;
1891 quad[1][3] = 1.0f;
1892
1893 quad[2][0] = -0.5f;
1894 quad[2][1] = -0.5f;
1895 quad[2][2] = 0.0f;
1896 quad[2][3] = 1.0f;
1897
1898 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1899 quad[3][1] = -0.5f;
1900 quad[3][2] = 0.0f;
1901 quad[3][3] = 1.0f;
1902
1903 startScene();
1904 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1905
1906 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1907 {
1908 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1909 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1910 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1911 }
1912
1913 if (mMaskedClearSavedState != NULL)
1914 {
1915 mMaskedClearSavedState->Apply();
1916 }
1917 }
1918 else if (clearParams.mask)
1919 {
1920 DWORD dxClearFlags = 0;
1921 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1922 {
1923 dxClearFlags |= D3DCLEAR_TARGET;
1924 }
1925 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1926 {
1927 dxClearFlags |= D3DCLEAR_ZBUFFER;
1928 }
1929 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1930 {
1931 dxClearFlags |= D3DCLEAR_STENCIL;
1932 }
1933
1934 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1935 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001936}
1937
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001938void Renderer9::markAllStateDirty()
1939{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001940 mAppliedRenderTargetSerial = 0;
1941 mAppliedDepthbufferSerial = 0;
1942 mAppliedStencilbufferSerial = 0;
1943 mDepthStencilInitialized = false;
1944 mRenderTargetDescInitialized = false;
1945
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001946 mForceSetDepthStencilState = true;
1947 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001948 mForceSetScissor = true;
1949 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001950 mForceSetBlendState = true;
1951
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001952 for (unsigned int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1953 {
1954 mForceSetVertexSamplerStates[i] = true;
1955 mCurVertexTextureSerials[i] = 0;
1956 }
1957 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1958 {
1959 mForceSetPixelSamplerStates[i] = true;
1960 mCurPixelTextureSerials[i] = 0;
1961 }
1962
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001963 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001964 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001965 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001966
1967 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001968}
1969
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001970void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001971{
1972 while (!mEventQueryPool.empty())
1973 {
1974 mEventQueryPool.back()->Release();
1975 mEventQueryPool.pop_back();
1976 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001977
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001978 if (mMaskedClearSavedState)
1979 {
1980 mMaskedClearSavedState->Release();
1981 mMaskedClearSavedState = NULL;
1982 }
1983
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001984 mVertexShaderCache.clear();
1985 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001986
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001987 delete mBlit;
1988 mBlit = NULL;
1989
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001990 delete mVertexDataManager;
1991 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001992
1993 delete mIndexDataManager;
1994 mIndexDataManager = NULL;
1995
1996 delete mLineLoopIB;
1997 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001998
1999 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2000 {
2001 delete mNullColorbufferCache[i].buffer;
2002 mNullColorbufferCache[i].buffer = NULL;
2003 }
2004
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002005}
2006
2007
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002008void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002009{
2010 mDeviceLost = true;
2011}
2012
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002013bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002014{
2015 return mDeviceLost;
2016}
2017
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002018// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002019bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002020{
2021 bool isLost = false;
2022
2023 if (mDeviceEx)
2024 {
2025 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2026 }
2027 else if (mDevice)
2028 {
2029 isLost = FAILED(mDevice->TestCooperativeLevel());
2030 }
2031 else
2032 {
2033 // No device yet, so no reset required
2034 }
2035
2036 if (isLost)
2037 {
2038 // ensure we note the device loss --
2039 // we'll probably get this done again by markDeviceLost
2040 // but best to remember it!
2041 // Note that we don't want to clear the device loss status here
2042 // -- this needs to be done by resetDevice
2043 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002044 if (notify)
2045 {
2046 mDisplay->notifyDeviceLost();
2047 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002048 }
2049
2050 return isLost;
2051}
2052
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002053bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002054{
2055 HRESULT status = D3D_OK;
2056
2057 if (mDeviceEx)
2058 {
2059 status = mDeviceEx->CheckDeviceState(NULL);
2060 }
2061 else if (mDevice)
2062 {
2063 status = mDevice->TestCooperativeLevel();
2064 }
2065
2066 switch (status)
2067 {
2068 case D3DERR_DEVICENOTRESET:
2069 case D3DERR_DEVICEHUNG:
2070 return true;
2071 default:
2072 return false;
2073 }
2074}
2075
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002076bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002077{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002078 releaseDeviceResources();
2079
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002080 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2081
2082 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002083 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002084 int attempts = 3;
2085
2086 while (lost && attempts > 0)
2087 {
2088 if (mDeviceEx)
2089 {
2090 Sleep(500); // Give the graphics driver some CPU time
2091 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2092 }
2093 else
2094 {
2095 result = mDevice->TestCooperativeLevel();
2096 while (result == D3DERR_DEVICELOST)
2097 {
2098 Sleep(100); // Give the graphics driver some CPU time
2099 result = mDevice->TestCooperativeLevel();
2100 }
2101
2102 if (result == D3DERR_DEVICENOTRESET)
2103 {
2104 result = mDevice->Reset(&presentParameters);
2105 }
2106 }
2107
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002108 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002109 attempts --;
2110 }
2111
2112 if (FAILED(result))
2113 {
2114 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2115 return false;
2116 }
2117
2118 // reset device defaults
2119 initializeDevice();
2120 mDeviceLost = false;
2121
2122 return true;
2123}
2124
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002125DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002126{
2127 return mAdapterIdentifier.VendorId;
2128}
2129
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002130std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002131{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002132 std::ostringstream rendererString;
2133
2134 rendererString << mAdapterIdentifier.Description;
2135 if (getShareHandleSupport())
2136 {
2137 rendererString << " Direct3D9Ex";
2138 }
2139 else
2140 {
2141 rendererString << " Direct3D9";
2142 }
2143
2144 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2145 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2146
2147 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002148}
2149
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002150GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002151{
2152 return mAdapterIdentifier.DeviceIdentifier;
2153}
2154
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002155void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002156{
2157 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2158 {
2159 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2160 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2161
2162 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2163 }
2164}
2165
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002166bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002167{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002168 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002169}
2170
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002171bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002172{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002173 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002174}
2175
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002176bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002177{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002178 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002179}
2180
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002181bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002182{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002183 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002184}
2185
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002186bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002187{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002188 *filtering = mFloat32FilterSupport;
2189 *renderable = mFloat32RenderSupport;
2190 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191}
2192
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002193bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002194{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002195 *filtering = mFloat16FilterSupport;
2196 *renderable = mFloat16RenderSupport;
2197 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002198}
2199
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002200bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002202 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203}
2204
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002205bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002207 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208}
2209
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002210bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002211{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002212 return mSupportsTextureFilterAnisotropy;
2213}
2214
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002215float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002216{
2217 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002218 {
2219 return mDeviceCaps.MaxAnisotropy;
2220 }
2221 return 1.0f;
2222}
2223
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002224bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002225{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002226 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002227}
2228
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002229bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002230{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002231 return mVertexTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002232}
2233
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002234bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002235{
2236 return mSupportsNonPower2Textures;
2237}
2238
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002239bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002240{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002241 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002242}
2243
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002244bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002245{
2246 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2247}
2248
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002249bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002250{
2251 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002252 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002253}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002254
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002255bool Renderer9::getDerivativeInstructionSupport() const
2256{
2257 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2258}
2259
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002260int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002261{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002262 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002263}
2264
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002265float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002266{
2267 return mDeviceCaps.MaxPointSize;
2268}
2269
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002270int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002271{
2272 return (int)mDeviceCaps.MaxTextureWidth;
2273}
2274
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002275int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002276{
2277 return (int)mDeviceCaps.MaxTextureHeight;
2278}
2279
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002280bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002281{
2282 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2283}
2284
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002285DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002286{
2287 return mDeviceCaps.DeclTypes;
2288}
2289
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002290int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002291{
2292 return mMinSwapInterval;
2293}
2294
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002295int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002296{
2297 return mMaxSwapInterval;
2298}
2299
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002300int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002301{
2302 return mMaxSupportedSamples;
2303}
2304
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002305int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002306{
2307 if (requested == 0)
2308 {
2309 return requested;
2310 }
2311
2312 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2313 if (itr == mMultiSampleSupport.end())
2314 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002315 if (format == D3DFMT_UNKNOWN)
2316 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002317 return -1;
2318 }
2319
2320 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2321 {
2322 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2323 {
2324 return i;
2325 }
2326 }
2327
2328 return -1;
2329}
2330
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002331D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2332{
2333 switch (internalformat)
2334 {
2335 case GL_DEPTH_COMPONENT16:
2336 case GL_DEPTH_COMPONENT32_OES:
2337 case GL_DEPTH24_STENCIL8_OES:
2338 return D3DFMT_INTZ;
2339 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2340 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2341 return D3DFMT_DXT1;
2342 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2343 return D3DFMT_DXT3;
2344 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2345 return D3DFMT_DXT5;
2346 case GL_RGBA32F_EXT:
2347 case GL_RGB32F_EXT:
2348 case GL_ALPHA32F_EXT:
2349 case GL_LUMINANCE32F_EXT:
2350 case GL_LUMINANCE_ALPHA32F_EXT:
2351 return D3DFMT_A32B32G32R32F;
2352 case GL_RGBA16F_EXT:
2353 case GL_RGB16F_EXT:
2354 case GL_ALPHA16F_EXT:
2355 case GL_LUMINANCE16F_EXT:
2356 case GL_LUMINANCE_ALPHA16F_EXT:
2357 return D3DFMT_A16B16G16R16F;
2358 case GL_LUMINANCE8_EXT:
2359 if (getLuminanceTextureSupport())
2360 {
2361 return D3DFMT_L8;
2362 }
2363 break;
2364 case GL_LUMINANCE8_ALPHA8_EXT:
2365 if (getLuminanceAlphaTextureSupport())
2366 {
2367 return D3DFMT_A8L8;
2368 }
2369 break;
2370 case GL_RGB8_OES:
2371 case GL_RGB565:
2372 return D3DFMT_X8R8G8B8;
2373 }
2374
2375 return D3DFMT_A8R8G8B8;
2376}
2377
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002378bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002379{
2380 bool result = false;
2381
2382 if (source && dest)
2383 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002384 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2385 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002386
2387 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002388 for (int i = 0; i < levels; ++i)
2389 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002390 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2391 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002392
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002393 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002394
2395 if (srcSurf) srcSurf->Release();
2396 if (dstSurf) dstSurf->Release();
2397
2398 if (!result)
2399 return false;
2400 }
2401 }
2402
2403 return result;
2404}
2405
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002406bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002407{
2408 bool result = false;
2409
2410 if (source && dest)
2411 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002412 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2413 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002414 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002415 for (int f = 0; f < 6; f++)
2416 {
2417 for (int i = 0; i < levels; i++)
2418 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002419 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2420 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002421
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002422 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002423
2424 if (srcSurf) srcSurf->Release();
2425 if (dstSurf) dstSurf->Release();
2426
2427 if (!result)
2428 return false;
2429 }
2430 }
2431 }
2432
2433 return result;
2434}
2435
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002436D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002437{
2438 if (mD3d9Ex != NULL)
2439 {
2440 return D3DPOOL_DEFAULT;
2441 }
2442 else
2443 {
2444 if (!(usage & D3DUSAGE_DYNAMIC))
2445 {
2446 return D3DPOOL_MANAGED;
2447 }
2448 }
2449
2450 return D3DPOOL_DEFAULT;
2451}
2452
daniel@transgaming.com38380882012-11-28 19:36:39 +00002453bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002454 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002455{
2456 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
2457}
2458
daniel@transgaming.com38380882012-11-28 19:36:39 +00002459bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002460 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002461{
2462 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
2463}
2464
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002465bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
2466 bool blitRenderTarget, bool blitDepthStencil)
2467{
2468 endScene();
2469
2470 if (blitRenderTarget)
2471 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002472 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2473 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2474 RenderTarget9 *readRenderTarget = NULL;
2475 RenderTarget9 *drawRenderTarget = NULL;
2476 IDirect3DSurface9* readSurface = NULL;
2477 IDirect3DSurface9* drawSurface = NULL;
2478
2479 if (readBuffer)
2480 {
2481 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2482 }
2483 if (drawBuffer)
2484 {
2485 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2486 }
2487
2488 if (readRenderTarget)
2489 {
2490 readSurface = readRenderTarget->getSurface();
2491 }
2492 if (drawRenderTarget)
2493 {
2494 drawSurface = drawRenderTarget->getSurface();
2495 }
2496
2497 if (!readSurface || !drawSurface)
2498 {
2499 ERR("Failed to retrieve the render target.");
2500 return error(GL_OUT_OF_MEMORY, false);
2501 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002502
2503 RECT srcRect, dstRect;
2504 RECT *srcRectPtr = NULL;
2505 RECT *dstRectPtr = NULL;
2506
2507 if (readRect)
2508 {
2509 srcRect.left = readRect->x;
2510 srcRect.right = readRect->x + readRect->width;
2511 srcRect.top = readRect->y;
2512 srcRect.bottom = readRect->y + readRect->height;
2513 srcRectPtr = &srcRect;
2514 }
2515
2516 if (drawRect)
2517 {
2518 dstRect.left = drawRect->x;
2519 dstRect.right = drawRect->x + drawRect->width;
2520 dstRect.top = drawRect->y;
2521 dstRect.bottom = drawRect->y + drawRect->height;
2522 dstRectPtr = &dstRect;
2523 }
2524
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002525 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002526
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002527 readSurface->Release();
2528 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002529
2530 if (FAILED(result))
2531 {
2532 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2533 return false;
2534 }
2535 }
2536
2537 if (blitDepthStencil)
2538 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002539 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2540 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2541 RenderTarget9 *readDepthStencil = NULL;
2542 RenderTarget9 *drawDepthStencil = NULL;
2543 IDirect3DSurface9* readSurface = NULL;
2544 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002545
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002546 if (readBuffer)
2547 {
2548 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2549 }
2550 if (drawBuffer)
2551 {
2552 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2553 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002554
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002555 if (readDepthStencil)
2556 {
2557 readSurface = readDepthStencil->getSurface();
2558 }
2559 if (drawDepthStencil)
2560 {
2561 drawSurface = drawDepthStencil->getSurface();
2562 }
2563
2564 if (!readSurface || !drawSurface)
2565 {
2566 ERR("Failed to retrieve the render target.");
2567 return error(GL_OUT_OF_MEMORY, false);
2568 }
2569
2570 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2571
2572 readSurface->Release();
2573 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002574
2575 if (FAILED(result))
2576 {
2577 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2578 return false;
2579 }
2580 }
2581
2582 return true;
2583}
2584
2585void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2586 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2587{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002588 RenderTarget9 *renderTarget = NULL;
2589 IDirect3DSurface9 *surface = NULL;
2590 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2591
2592 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002593 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002594 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2595 }
2596
2597 if (renderTarget)
2598 {
2599 surface = renderTarget->getSurface();
2600 }
2601
2602 if (!surface)
2603 {
2604 // context must be lost
2605 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002606 }
2607
2608 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002609 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610
2611 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2612 {
2613 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002614 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002615 return error(GL_OUT_OF_MEMORY);
2616 }
2617
2618 HRESULT result;
2619 IDirect3DSurface9 *systemSurface = NULL;
2620 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2621 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2622 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2623 if (directToPixels)
2624 {
2625 // Use the pixels ptr as a shared handle to write directly into client's memory
2626 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2627 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2628 if (FAILED(result))
2629 {
2630 // Try again without the shared handle
2631 directToPixels = false;
2632 }
2633 }
2634
2635 if (!directToPixels)
2636 {
2637 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2638 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2639 if (FAILED(result))
2640 {
2641 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002642 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002643 return error(GL_OUT_OF_MEMORY);
2644 }
2645 }
2646
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002647 result = mDevice->GetRenderTargetData(surface, systemSurface);
2648 surface->Release();
2649 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002650
2651 if (FAILED(result))
2652 {
2653 systemSurface->Release();
2654
2655 // It turns out that D3D will sometimes produce more error
2656 // codes than those documented.
daniel@transgaming.com414c9162012-11-28 20:54:57 +00002657 if (checkDeviceLost(result))
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002658 return error(GL_OUT_OF_MEMORY);
2659 else
2660 {
2661 UNREACHABLE();
2662 return;
2663 }
2664
2665 }
2666
2667 if (directToPixels)
2668 {
2669 systemSurface->Release();
2670 return;
2671 }
2672
2673 RECT rect;
2674 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2675 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2676 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2677 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2678
2679 D3DLOCKED_RECT lock;
2680 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2681
2682 if (FAILED(result))
2683 {
2684 UNREACHABLE();
2685 systemSurface->Release();
2686
2687 return; // No sensible error to generate
2688 }
2689
2690 unsigned char *dest = (unsigned char*)pixels;
2691 unsigned short *dest16 = (unsigned short*)pixels;
2692
2693 unsigned char *source;
2694 int inputPitch;
2695 if (packReverseRowOrder)
2696 {
2697 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2698 inputPitch = -lock.Pitch;
2699 }
2700 else
2701 {
2702 source = (unsigned char*)lock.pBits;
2703 inputPitch = lock.Pitch;
2704 }
2705
2706 unsigned int fastPixelSize = 0;
2707
2708 if (desc.Format == D3DFMT_A8R8G8B8 &&
2709 format == GL_BGRA_EXT &&
2710 type == GL_UNSIGNED_BYTE)
2711 {
2712 fastPixelSize = 4;
2713 }
2714 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2715 format == GL_BGRA_EXT &&
2716 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2717 (desc.Format == D3DFMT_A1R5G5B5 &&
2718 format == GL_BGRA_EXT &&
2719 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2720 {
2721 fastPixelSize = 2;
2722 }
2723 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2724 format == GL_RGBA &&
2725 type == GL_HALF_FLOAT_OES)
2726 {
2727 fastPixelSize = 8;
2728 }
2729 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2730 format == GL_RGBA &&
2731 type == GL_FLOAT)
2732 {
2733 fastPixelSize = 16;
2734 }
2735
2736 for (int j = 0; j < rect.bottom - rect.top; j++)
2737 {
2738 if (fastPixelSize != 0)
2739 {
2740 // Fast path for formats which require no translation:
2741 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2742 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2743 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2744 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2745 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2746 //
2747 // Note that buffers with no alpha go through the slow path below.
2748 memcpy(dest + j * outputPitch,
2749 source + j * inputPitch,
2750 (rect.right - rect.left) * fastPixelSize);
2751 continue;
2752 }
2753
2754 for (int i = 0; i < rect.right - rect.left; i++)
2755 {
2756 float r;
2757 float g;
2758 float b;
2759 float a;
2760
2761 switch (desc.Format)
2762 {
2763 case D3DFMT_R5G6B5:
2764 {
2765 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2766
2767 a = 1.0f;
2768 b = (rgb & 0x001F) * (1.0f / 0x001F);
2769 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2770 r = (rgb & 0xF800) * (1.0f / 0xF800);
2771 }
2772 break;
2773 case D3DFMT_A1R5G5B5:
2774 {
2775 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2776
2777 a = (argb & 0x8000) ? 1.0f : 0.0f;
2778 b = (argb & 0x001F) * (1.0f / 0x001F);
2779 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2780 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2781 }
2782 break;
2783 case D3DFMT_A8R8G8B8:
2784 {
2785 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2786
2787 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2788 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2789 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2790 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2791 }
2792 break;
2793 case D3DFMT_X8R8G8B8:
2794 {
2795 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2796
2797 a = 1.0f;
2798 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2799 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2800 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2801 }
2802 break;
2803 case D3DFMT_A2R10G10B10:
2804 {
2805 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2806
2807 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2808 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2809 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2810 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2811 }
2812 break;
2813 case D3DFMT_A32B32G32R32F:
2814 {
2815 // float formats in D3D are stored rgba, rather than the other way round
2816 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2817 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2818 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2819 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2820 }
2821 break;
2822 case D3DFMT_A16B16G16R16F:
2823 {
2824 // float formats in D3D are stored rgba, rather than the other way round
2825 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2826 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2827 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2828 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2829 }
2830 break;
2831 default:
2832 UNIMPLEMENTED(); // FIXME
2833 UNREACHABLE();
2834 return;
2835 }
2836
2837 switch (format)
2838 {
2839 case GL_RGBA:
2840 switch (type)
2841 {
2842 case GL_UNSIGNED_BYTE:
2843 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2844 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2845 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2846 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2847 break;
2848 default: UNREACHABLE();
2849 }
2850 break;
2851 case GL_BGRA_EXT:
2852 switch (type)
2853 {
2854 case GL_UNSIGNED_BYTE:
2855 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2856 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2857 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2858 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2859 break;
2860 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2861 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2862 // this type is packed as follows:
2863 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2864 // --------------------------------------------------------------------------------
2865 // | 4th | 3rd | 2nd | 1st component |
2866 // --------------------------------------------------------------------------------
2867 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2868 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2869 ((unsigned short)(15 * a + 0.5f) << 12)|
2870 ((unsigned short)(15 * r + 0.5f) << 8) |
2871 ((unsigned short)(15 * g + 0.5f) << 4) |
2872 ((unsigned short)(15 * b + 0.5f) << 0);
2873 break;
2874 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2875 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2876 // this type is packed as follows:
2877 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2878 // --------------------------------------------------------------------------------
2879 // | 4th | 3rd | 2nd | 1st component |
2880 // --------------------------------------------------------------------------------
2881 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2882 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2883 ((unsigned short)( a + 0.5f) << 15) |
2884 ((unsigned short)(31 * r + 0.5f) << 10) |
2885 ((unsigned short)(31 * g + 0.5f) << 5) |
2886 ((unsigned short)(31 * b + 0.5f) << 0);
2887 break;
2888 default: UNREACHABLE();
2889 }
2890 break;
2891 case GL_RGB:
2892 switch (type)
2893 {
2894 case GL_UNSIGNED_SHORT_5_6_5:
2895 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2896 ((unsigned short)(31 * b + 0.5f) << 0) |
2897 ((unsigned short)(63 * g + 0.5f) << 5) |
2898 ((unsigned short)(31 * r + 0.5f) << 11);
2899 break;
2900 case GL_UNSIGNED_BYTE:
2901 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2902 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2903 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2904 break;
2905 default: UNREACHABLE();
2906 }
2907 break;
2908 default: UNREACHABLE();
2909 }
2910 }
2911 }
2912
2913 systemSurface->UnlockRect();
2914
2915 systemSurface->Release();
2916}
2917
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002918RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2919{
2920 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2921 IDirect3DSurface9 *surface = NULL;
2922 if (depth)
2923 {
2924 surface = swapChain9->getDepthStencil();
2925 }
2926 else
2927 {
2928 surface = swapChain9->getRenderTarget();
2929 }
2930
2931 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2932
2933 return renderTarget;
2934}
2935
2936RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2937{
2938 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2939 return renderTarget;
2940}
2941
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002942ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002943{
2944 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002945
2946 switch (type)
2947 {
2948 case GL_VERTEX_SHADER:
2949 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002950 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002951 if (vshader)
2952 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002953 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002954 }
2955 }
2956 break;
2957 case GL_FRAGMENT_SHADER:
2958 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002959 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002960 if (pshader)
2961 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002962 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002963 }
2964 }
2965 break;
2966 default:
2967 UNREACHABLE();
2968 break;
2969 }
2970
2971 return executable;
2972}
2973
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002974ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2975{
2976 const char *profile = NULL;
2977
2978 switch (type)
2979 {
2980 case GL_VERTEX_SHADER:
2981 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
2982 break;
2983 case GL_FRAGMENT_SHADER:
2984 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
2985 break;
2986 default:
2987 UNREACHABLE();
2988 return NULL;
2989 }
2990
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002991 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002992 if (!binary)
2993 return NULL;
2994
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002995 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00002996 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002997
2998 return executable;
2999}
3000
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003001bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3002{
3003 return mBlit->boxFilter(source, dest);
3004}
3005
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003006D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003007{
3008 if (mD3d9Ex != NULL)
3009 {
3010 return D3DPOOL_DEFAULT;
3011 }
3012 else
3013 {
3014 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3015 {
3016 return D3DPOOL_MANAGED;
3017 }
3018 }
3019
3020 return D3DPOOL_DEFAULT;
3021}
3022
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003023bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3024{
3025 if (source && dest)
3026 {
3027 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003028
3029 if (fromManaged)
3030 {
3031 D3DSURFACE_DESC desc;
3032 source->GetDesc(&desc);
3033
3034 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003035 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003036
3037 if (SUCCEEDED(result))
3038 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003039 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003040 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003041 surf->Release();
3042 }
3043 }
3044 else
3045 {
3046 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003047 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003048 }
3049
3050 if (FAILED(result))
3051 {
3052 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3053 return false;
3054 }
3055 }
3056
3057 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003058}
3059
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003060Image *Renderer9::createImage()
3061{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003062 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003063}
3064
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003065void Renderer9::generateMipmap(Image *dest, Image *src)
3066{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003067 Image9 *src9 = Image9::makeImage9(src);
3068 Image9 *dst9 = Image9::makeImage9(dest);
3069 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003070}
3071
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003072TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3073{
3074 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3075 return new TextureStorage9_2D(this, swapChain9);
3076}
3077
3078TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3079{
3080 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3081}
3082
3083TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3084{
3085 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3086}
3087
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003088}