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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// 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"
10#include "libGLESv2/utilities.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000011#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000012#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +000013#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000014
daniel@transgaming.com3281f972012-10-31 18:38:51 +000015#include "libEGL/Config.h"
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000016#include "libEGL/Display.h"
17
daniel@transgaming.com621ce052012-10-31 17:52:29 +000018// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
19#define REF_RAST 0
20
21// The "Debug This Pixel..." feature in PIX often fails when using the
22// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
23// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
24#if !defined(ANGLE_ENABLE_D3D9EX)
25// Enables use of the IDirect3D9Ex interface, when available
26#define ANGLE_ENABLE_D3D9EX 1
27#endif // !defined(ANGLE_ENABLE_D3D9EX)
28
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000029namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000030{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000031static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000032 {
33 D3DFMT_A1R5G5B5,
34 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
35 D3DFMT_A8R8G8B8,
36 D3DFMT_R5G6B5,
37 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
38 D3DFMT_X8R8G8B8
39 };
40
daniel@transgaming.com222ee082012-11-28 19:31:49 +000041static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000042 {
43 D3DFMT_UNKNOWN,
44 // D3DFMT_D16_LOCKABLE,
45 D3DFMT_D32,
46 // D3DFMT_D15S1,
47 D3DFMT_D24S8,
48 D3DFMT_D24X8,
49 // D3DFMT_D24X4S4,
50 D3DFMT_D16,
51 // D3DFMT_D32F_LOCKABLE,
52 // D3DFMT_D24FS8
53 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000054
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000055Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000056{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000057 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000058
59 mD3d9 = NULL;
60 mD3d9Ex = NULL;
61 mDevice = NULL;
62 mDeviceEx = NULL;
63 mDeviceWindow = NULL;
64
65 mAdapter = D3DADAPTER_DEFAULT;
66
67 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
68 mDeviceType = D3DDEVTYPE_REF;
69 #else
70 mDeviceType = D3DDEVTYPE_HAL;
71 #endif
72
73 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000074
75 mMaxSupportedSamples = 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000076}
77
daniel@transgaming.com2507f412012-10-31 18:46:48 +000078Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +000079{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000080 releaseDeviceResources();
81
daniel@transgaming.com621ce052012-10-31 17:52:29 +000082 if (mDevice)
83 {
84 // 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 +000085 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +000086 {
87 resetDevice();
88 }
89
90 mDevice->Release();
91 mDevice = NULL;
92 }
93
94 if (mDeviceEx)
95 {
96 mDeviceEx->Release();
97 mDeviceEx = NULL;
98 }
99
100 if (mD3d9)
101 {
102 mD3d9->Release();
103 mD3d9 = NULL;
104 }
105
106 if (mDeviceWindow)
107 {
108 DestroyWindow(mDeviceWindow);
109 mDeviceWindow = NULL;
110 }
111
112 if (mD3d9Ex)
113 {
114 mD3d9Ex->Release();
115 mD3d9Ex = NULL;
116 }
117
118 if (mD3d9Module)
119 {
120 mD3d9Module = NULL;
121 }
122
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000123 while (!mMultiSampleSupport.empty())
124 {
125 delete [] mMultiSampleSupport.begin()->second;
126 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
127 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000128}
129
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000130EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000131{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000132 if (mSoftwareDevice)
133 {
134 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
135 }
136 else
137 {
138 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
139 }
140
141 if (mD3d9Module == NULL)
142 {
143 ERR("No D3D9 module found - aborting!\n");
144 return EGL_NOT_INITIALIZED;
145 }
146
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000147 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
148 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
149
150 // Use Direct3D9Ex if available. Among other things, this version is less
151 // inclined to report a lost context, for example when the user switches
152 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
153 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
154 {
155 ASSERT(mD3d9Ex);
156 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
157 ASSERT(mD3d9);
158 }
159 else
160 {
161 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
162 }
163
164 if (!mD3d9)
165 {
166 ERR("Could not create D3D9 device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169 if (mDc != NULL)
170 {
171 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
172 }
173
174 HRESULT result;
175
176 // Give up on getting device caps after about one second.
177 for (int i = 0; i < 10; ++i)
178 {
179 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
180 if (SUCCEEDED(result))
181 {
182 break;
183 }
184 else if (result == D3DERR_NOTAVAILABLE)
185 {
186 Sleep(100); // Give the driver some time to initialize/recover
187 }
188 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
189 {
190 ERR("failed to get device caps (0x%x)\n", result);
191 return EGL_NOT_INITIALIZED;
192 }
193 }
194
195 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
196 {
197 ERR("Renderer does not support PS 2.0. aborting!\n");
198 return EGL_NOT_INITIALIZED;
199 }
200
201 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
202 // This is required by Texture2D::convertToRenderTarget.
203 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
204 {
205 ERR("Renderer does not support stretctrect from textures!\n");
206 return EGL_NOT_INITIALIZED;
207 }
208
209 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
210
211 // ATI cards on XP have problems with non-power-of-two textures.
212 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
213 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
214 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
215 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
216
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000217 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
218 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
219
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000220 mMinSwapInterval = 4;
221 mMaxSwapInterval = 0;
222
223 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
224 {
225 mMinSwapInterval = std::min(mMinSwapInterval, 0);
226 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
227 }
228 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
229 {
230 mMinSwapInterval = std::min(mMinSwapInterval, 1);
231 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
232 }
233 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
234 {
235 mMinSwapInterval = std::min(mMinSwapInterval, 2);
236 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
237 }
238 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
239 {
240 mMinSwapInterval = std::min(mMinSwapInterval, 3);
241 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
242 }
243 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
244 {
245 mMinSwapInterval = std::min(mMinSwapInterval, 4);
246 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
247 }
248
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000249 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000250 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000251 {
252 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000253 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
254 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000255
256 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
257 {
258 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
259 {
260 max = j;
261 }
262 }
263 }
264
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000265 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000266 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000267 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000268 continue;
269
270 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000271 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
272 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000273
274 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
275 {
276 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
277 {
278 max = j;
279 }
280 }
281 }
282
283 mMaxSupportedSamples = max;
284
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000285 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
286 static const TCHAR className[] = TEXT("STATIC");
287
288 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
289
290 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
291 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
292
293 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
294 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
295 {
296 return EGL_BAD_ALLOC;
297 }
298
299 if (FAILED(result))
300 {
301 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
302
303 if (FAILED(result))
304 {
305 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
306 return EGL_BAD_ALLOC;
307 }
308 }
309
310 if (mD3d9Ex)
311 {
312 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
313 ASSERT(SUCCEEDED(result));
314 }
315
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000316 mVertexShaderCache.initialize(mDevice);
317 mPixelShaderCache.initialize(mDevice);
318
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000319 initializeDevice();
320
321 return EGL_SUCCESS;
322}
323
324// do any one-time device initialization
325// NOTE: this is also needed after a device lost/reset
326// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000327void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000328{
329 // Permanent non-default states
330 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
331 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
332
333 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
334 {
335 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
336 }
337 else
338 {
339 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
340 }
341
342 mSceneStarted = false;
343}
344
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000345D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000346{
347 D3DPRESENT_PARAMETERS presentParameters = {0};
348
349 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
350 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
351 presentParameters.BackBufferCount = 1;
352 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
353 presentParameters.BackBufferWidth = 1;
354 presentParameters.BackBufferHeight = 1;
355 presentParameters.EnableAutoDepthStencil = FALSE;
356 presentParameters.Flags = 0;
357 presentParameters.hDeviceWindow = mDeviceWindow;
358 presentParameters.MultiSampleQuality = 0;
359 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
360 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
361 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
362 presentParameters.Windowed = TRUE;
363
364 return presentParameters;
365}
366
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000367int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000368{
369 D3DDISPLAYMODE currentDisplayMode;
370 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
371
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000372 int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
373 int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000374 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
375 int numConfigs = 0;
376
377 for (int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
378 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000379 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000380
381 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
382
383 if (SUCCEEDED(result))
384 {
385 for (int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
386 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000387 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000388 HRESULT result = D3D_OK;
389
390 if(depthStencilFormat != D3DFMT_UNKNOWN)
391 {
392 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
393 }
394
395 if (SUCCEEDED(result))
396 {
397 if(depthStencilFormat != D3DFMT_UNKNOWN)
398 {
399 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
400 }
401
402 if (SUCCEEDED(result))
403 {
404 ConfigDesc newConfig;
405 newConfig.renderTargetFormat = dx2es::ConvertBackBufferFormat(renderTargetFormat);
406 newConfig.depthStencilFormat = dx2es::ConvertDepthStencilFormat(depthStencilFormat);
407 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
408 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
409
410 (*configDescList)[numConfigs++] = newConfig;
411 }
412 }
413 }
414 }
415 }
416
417 return numConfigs;
418}
419
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000420void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000421{
422 delete [] (configDescList);
423}
424
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000425void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000426{
427 if (!mSceneStarted)
428 {
429 long result = mDevice->BeginScene();
430 if (SUCCEEDED(result)) {
431 // This is defensive checking against the device being
432 // lost at unexpected times.
433 mSceneStarted = true;
434 }
435 }
436}
437
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000438void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000439{
440 if (mSceneStarted)
441 {
442 // EndScene can fail if the device was lost, for example due
443 // to a TDR during a draw call.
444 mDevice->EndScene();
445 mSceneStarted = false;
446 }
447}
448
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000449// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000450void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000451{
452 HRESULT result;
453
454 IDirect3DQuery9* query = allocateEventQuery();
455 if (!query)
456 {
457 return;
458 }
459
460 result = query->Issue(D3DISSUE_END);
461 ASSERT(SUCCEEDED(result));
462
463 do
464 {
465 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
466
467 if(block && result == S_FALSE)
468 {
469 // Keep polling, but allow other threads to do something useful first
470 Sleep(0);
471 // explicitly check for device loss
472 // some drivers seem to return S_FALSE even if the device is lost
473 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000474 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000475 {
476 result = D3DERR_DEVICELOST;
477 }
478 }
479 }
480 while(block && result == S_FALSE);
481
482 freeEventQuery(query);
483
484 if (isDeviceLostError(result))
485 {
486 mDisplay->notifyDeviceLost();
487 }
488}
489
490// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000491IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000492{
493 IDirect3DQuery9 *query = NULL;
494
495 if (mEventQueryPool.empty())
496 {
497 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
498 ASSERT(SUCCEEDED(result));
499 }
500 else
501 {
502 query = mEventQueryPool.back();
503 mEventQueryPool.pop_back();
504 }
505
506 return query;
507}
508
509// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000510void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000511{
512 if (mEventQueryPool.size() > 1000)
513 {
514 query->Release();
515 }
516 else
517 {
518 mEventQueryPool.push_back(query);
519 }
520}
521
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000522IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000523{
524 return mVertexShaderCache.create(function, length);
525}
526
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000527IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000528{
529 return mPixelShaderCache.create(function, length);
530}
531
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000532HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
533{
534 D3DPOOL Pool = getBufferPool(Usage);
535 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
536}
537
538HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
539{
540 D3DPOOL Pool = getBufferPool(Usage);
541 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
542}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000543
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000544void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000545{
546 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
547 int d3dSampler = index + d3dSamplerOffset;
548
549 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, es2dx::ConvertTextureWrap(samplerState.wrapS));
550 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, es2dx::ConvertTextureWrap(samplerState.wrapT));
551
552 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, es2dx::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
553 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
554 es2dx::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
555 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
556 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
557 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
558 if (mSupportsTextureFilterAnisotropy)
559 {
560 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
561 }
562}
563
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000564void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000565{
566 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
567 int d3dSampler = index + d3dSamplerOffset;
568 IDirect3DBaseTexture9 *d3dTexture = NULL;
569
570 if (texture)
571 {
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000572 gl::TextureStorage *texStorage = texture->getNativeTexture();
573 if (texStorage)
574 {
575 d3dTexture = texStorage->getBaseTexture();
576 }
577 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000578 // in the texture class and we're unexpectedly missing the d3d texture
579 ASSERT(d3dTexture != NULL);
580 }
581
582 mDevice->SetTexture(d3dSampler, d3dTexture);
583}
584
585
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000586void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000587{
588 while (!mEventQueryPool.empty())
589 {
590 mEventQueryPool.back()->Release();
591 mEventQueryPool.pop_back();
592 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000593
594 mVertexShaderCache.clear();
595 mPixelShaderCache.clear();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000596}
597
598
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000599void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000600{
601 mDeviceLost = true;
602}
603
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000604bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000605{
606 return mDeviceLost;
607}
608
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000609// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000610bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000611{
612 bool isLost = false;
613
614 if (mDeviceEx)
615 {
616 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
617 }
618 else if (mDevice)
619 {
620 isLost = FAILED(mDevice->TestCooperativeLevel());
621 }
622 else
623 {
624 // No device yet, so no reset required
625 }
626
627 if (isLost)
628 {
629 // ensure we note the device loss --
630 // we'll probably get this done again by markDeviceLost
631 // but best to remember it!
632 // Note that we don't want to clear the device loss status here
633 // -- this needs to be done by resetDevice
634 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000635 if (notify)
636 {
637 mDisplay->notifyDeviceLost();
638 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000639 }
640
641 return isLost;
642}
643
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000644bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000645{
646 HRESULT status = D3D_OK;
647
648 if (mDeviceEx)
649 {
650 status = mDeviceEx->CheckDeviceState(NULL);
651 }
652 else if (mDevice)
653 {
654 status = mDevice->TestCooperativeLevel();
655 }
656
657 switch (status)
658 {
659 case D3DERR_DEVICENOTRESET:
660 case D3DERR_DEVICEHUNG:
661 return true;
662 default:
663 return false;
664 }
665}
666
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000667bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000668{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000669 releaseDeviceResources();
670
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000671 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
672
673 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000674 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000675 int attempts = 3;
676
677 while (lost && attempts > 0)
678 {
679 if (mDeviceEx)
680 {
681 Sleep(500); // Give the graphics driver some CPU time
682 result = mDeviceEx->ResetEx(&presentParameters, NULL);
683 }
684 else
685 {
686 result = mDevice->TestCooperativeLevel();
687 while (result == D3DERR_DEVICELOST)
688 {
689 Sleep(100); // Give the graphics driver some CPU time
690 result = mDevice->TestCooperativeLevel();
691 }
692
693 if (result == D3DERR_DEVICENOTRESET)
694 {
695 result = mDevice->Reset(&presentParameters);
696 }
697 }
698
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000699 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000700 attempts --;
701 }
702
703 if (FAILED(result))
704 {
705 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
706 return false;
707 }
708
709 // reset device defaults
710 initializeDevice();
711 mDeviceLost = false;
712
713 return true;
714}
715
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000716DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +0000717{
718 return mAdapterIdentifier.VendorId;
719}
720
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000721const char *Renderer9::getAdapterDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +0000722{
723 return mAdapterIdentifier.Description;
724}
725
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000726GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +0000727{
728 return mAdapterIdentifier.DeviceIdentifier;
729}
730
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000731void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000732{
733 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
734 {
735 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
736 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
737
738 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
739 }
740}
741
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000742bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000743{
744 D3DDISPLAYMODE currentDisplayMode;
745 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
746
747 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
748}
749
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000750bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000751{
752 D3DDISPLAYMODE currentDisplayMode;
753 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
754
755 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
756}
757
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000758bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000759{
760 D3DDISPLAYMODE currentDisplayMode;
761 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
762
763 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
764}
765
766// we use INTZ for depth textures in Direct3D9
767// we also want NULL texture support to ensure the we can make depth-only FBOs
768// see http://aras-p.info/texts/D3D9GPUHacks.html
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000769bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000770{
771 D3DDISPLAYMODE currentDisplayMode;
772 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
773
774 bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
775 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
776 bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
777 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
778
779 return intz && null;
780}
781
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000782bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000783{
784 D3DDISPLAYMODE currentDisplayMode;
785 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
786
787 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
788 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
789 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
790 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
791
792 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
793 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
794 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
795 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
796
797 if (!*filtering && !*renderable)
798 {
799 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
800 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
801 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
802 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
803 }
804 else
805 {
806 return true;
807 }
808}
809
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000810bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000811{
812 D3DDISPLAYMODE currentDisplayMode;
813 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
814
815 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
816 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
817 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
818 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
819
820 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
821 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
822 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
823 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
824
825 if (!*filtering && !*renderable)
826 {
827 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
828 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
829 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
830 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
831 }
832 else
833 {
834 return true;
835 }
836}
837
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000838bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000839{
840 D3DDISPLAYMODE currentDisplayMode;
841 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
842
843 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
844}
845
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000846bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000847{
848 D3DDISPLAYMODE currentDisplayMode;
849 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
850
851 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
852}
853
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000854bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000855{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000856 return mSupportsTextureFilterAnisotropy;
857}
858
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000859float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000860{
861 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000862 {
863 return mDeviceCaps.MaxAnisotropy;
864 }
865 return 1.0f;
866}
867
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000868bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000869{
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000870 IDirect3DQuery9 *query = allocateEventQuery();
871 if (query)
872 {
873 freeEventQuery(query);
874 return true;
875 }
876 else
877 {
878 return false;
879 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000880 return true;
881}
882
883// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
884// We test this using D3D9 by checking support for the R16F format.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000885bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000886{
887 if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
888 {
889 return false;
890 }
891
892 D3DDISPLAYMODE currentDisplayMode;
893 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
894
895 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
896
897 return SUCCEEDED(result);
898}
899
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000900bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000901{
902 return mSupportsNonPower2Textures;
903}
904
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000905bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000906{
907 if (!mDevice)
908 {
909 return false;
910 }
911
912 IDirect3DQuery9 *query = NULL;
913 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
914 if (SUCCEEDED(result) && query)
915 {
916 query->Release();
917 return true;
918 }
919 else
920 {
921 return false;
922 }
923}
924
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000925bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000926{
927 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
928}
929
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000930bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +0000931{
932 // PIX doesn't seem to support using share handles, so disable them.
933 // D3D9_REPLACE
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +0000934 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +0000935}
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000936
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000937bool Renderer9::getShaderModel3Support() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000938{
939 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
940}
941
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000942float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000943{
944 return mDeviceCaps.MaxPointSize;
945}
946
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000947int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000948{
949 return (int)mDeviceCaps.MaxTextureWidth;
950}
951
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000952int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000953{
954 return (int)mDeviceCaps.MaxTextureHeight;
955}
956
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000957bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000958{
959 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
960}
961
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000962DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000963{
964 return mDeviceCaps.DeclTypes;
965}
966
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000967int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000968{
969 return mMinSwapInterval;
970}
971
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000972int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000973{
974 return mMaxSwapInterval;
975}
976
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000977int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000978{
979 return mMaxSupportedSamples;
980}
981
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000982int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000983{
984 if (requested == 0)
985 {
986 return requested;
987 }
988
989 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
990 if (itr == mMultiSampleSupport.end())
991 {
daniel@transgaming.com92955622012-10-31 18:38:41 +0000992 if (format == D3DFMT_UNKNOWN)
993 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000994 return -1;
995 }
996
997 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
998 {
999 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
1000 {
1001 return i;
1002 }
1003 }
1004
1005 return -1;
1006}
1007
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001008D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001009{
1010 if (mD3d9Ex != NULL)
1011 {
1012 return D3DPOOL_DEFAULT;
1013 }
1014 else
1015 {
1016 if (!(usage & D3DUSAGE_DYNAMIC))
1017 {
1018 return D3DPOOL_MANAGED;
1019 }
1020 }
1021
1022 return D3DPOOL_DEFAULT;
1023}
1024
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001025D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001026{
1027 if (mD3d9Ex != NULL)
1028 {
1029 return D3DPOOL_DEFAULT;
1030 }
1031 else
1032 {
1033 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
1034 {
1035 return D3DPOOL_MANAGED;
1036 }
1037 }
1038
1039 return D3DPOOL_DEFAULT;
1040}
1041
1042}