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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00008// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000011#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000012#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000013#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000014#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000016#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000017#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000018#include "libGLESv2/renderer/renderer9_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils9.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000020#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000021#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000022#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000023#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000024#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000025#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000026#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000027#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000028#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000029#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000030#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000031
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000032#include "libEGL/Display.h"
33
daniel@transgaming.com621ce052012-10-31 17:52:29 +000034// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
35#define REF_RAST 0
36
37// The "Debug This Pixel..." feature in PIX often fails when using the
38// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
39// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
40#if !defined(ANGLE_ENABLE_D3D9EX)
41// Enables use of the IDirect3D9Ex interface, when available
42#define ANGLE_ENABLE_D3D9EX 1
43#endif // !defined(ANGLE_ENABLE_D3D9EX)
44
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000045#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
46#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
47#endif
48
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000049const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
50const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
51
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000052namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000053{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000054static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000055 {
56 D3DFMT_A1R5G5B5,
57 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
58 D3DFMT_A8R8G8B8,
59 D3DFMT_R5G6B5,
60 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
61 D3DFMT_X8R8G8B8
62 };
63
daniel@transgaming.com222ee082012-11-28 19:31:49 +000064static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000065 {
66 D3DFMT_UNKNOWN,
67 // D3DFMT_D16_LOCKABLE,
68 D3DFMT_D32,
69 // D3DFMT_D15S1,
70 D3DFMT_D24S8,
71 D3DFMT_D24X8,
72 // D3DFMT_D24X4S4,
73 D3DFMT_D16,
74 // D3DFMT_D32F_LOCKABLE,
75 // D3DFMT_D24FS8
76 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000077
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000078enum
79{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000080 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
81 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
82 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
83 MAX_VARYING_VECTORS_SM2 = 8,
84 MAX_VARYING_VECTORS_SM3 = 10,
85
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000086 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
87};
88
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000089Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000090{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000091 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000092
93 mD3d9 = NULL;
94 mD3d9Ex = NULL;
95 mDevice = NULL;
96 mDeviceEx = NULL;
97 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000098 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000099
100 mAdapter = D3DADAPTER_DEFAULT;
101
102 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
103 mDeviceType = D3DDEVTYPE_REF;
104 #else
105 mDeviceType = D3DDEVTYPE_HAL;
106 #endif
107
108 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000109
110 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000111
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000112 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000113
114 mVertexDataManager = NULL;
115 mIndexDataManager = NULL;
116 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000117
118 mMaxNullColorbufferLRU = 0;
119 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
120 {
121 mNullColorbufferCache[i].lruCount = 0;
122 mNullColorbufferCache[i].width = 0;
123 mNullColorbufferCache[i].height = 0;
124 mNullColorbufferCache[i].buffer = NULL;
125 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000126}
127
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000128Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000129{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000130 releaseDeviceResources();
131
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000132 if (mDevice)
133 {
134 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000135 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000136 {
137 resetDevice();
138 }
139
140 mDevice->Release();
141 mDevice = NULL;
142 }
143
144 if (mDeviceEx)
145 {
146 mDeviceEx->Release();
147 mDeviceEx = NULL;
148 }
149
150 if (mD3d9)
151 {
152 mD3d9->Release();
153 mD3d9 = NULL;
154 }
155
156 if (mDeviceWindow)
157 {
158 DestroyWindow(mDeviceWindow);
159 mDeviceWindow = NULL;
160 }
161
162 if (mD3d9Ex)
163 {
164 mD3d9Ex->Release();
165 mD3d9Ex = NULL;
166 }
167
168 if (mD3d9Module)
169 {
170 mD3d9Module = NULL;
171 }
172
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000173 while (!mMultiSampleSupport.empty())
174 {
175 delete [] mMultiSampleSupport.begin()->second;
176 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
177 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000178}
179
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000180Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
181{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000182 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000183 return static_cast<rx::Renderer9*>(renderer);
184}
185
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000186EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000187{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000188 if (!initializeCompiler())
189 {
190 return EGL_NOT_INITIALIZED;
191 }
192
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000193 if (mSoftwareDevice)
194 {
195 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
196 }
197 else
198 {
199 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
200 }
201
202 if (mD3d9Module == NULL)
203 {
204 ERR("No D3D9 module found - aborting!\n");
205 return EGL_NOT_INITIALIZED;
206 }
207
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000208 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
209 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
210
211 // Use Direct3D9Ex if available. Among other things, this version is less
212 // inclined to report a lost context, for example when the user switches
213 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
214 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
215 {
216 ASSERT(mD3d9Ex);
217 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
218 ASSERT(mD3d9);
219 }
220 else
221 {
222 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
223 }
224
225 if (!mD3d9)
226 {
227 ERR("Could not create D3D9 device - aborting!\n");
228 return EGL_NOT_INITIALIZED;
229 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000230
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000231 if (mDc != NULL)
232 {
233 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
234 }
235
236 HRESULT result;
237
238 // Give up on getting device caps after about one second.
239 for (int i = 0; i < 10; ++i)
240 {
241 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
242 if (SUCCEEDED(result))
243 {
244 break;
245 }
246 else if (result == D3DERR_NOTAVAILABLE)
247 {
248 Sleep(100); // Give the driver some time to initialize/recover
249 }
250 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
251 {
252 ERR("failed to get device caps (0x%x)\n", result);
253 return EGL_NOT_INITIALIZED;
254 }
255 }
256
257 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
258 {
259 ERR("Renderer does not support PS 2.0. aborting!\n");
260 return EGL_NOT_INITIALIZED;
261 }
262
263 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
264 // This is required by Texture2D::convertToRenderTarget.
265 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
266 {
267 ERR("Renderer does not support stretctrect from textures!\n");
268 return EGL_NOT_INITIALIZED;
269 }
270
271 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
272
273 // ATI cards on XP have problems with non-power-of-two textures.
274 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
275 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
276 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
277 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
278
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000279 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
280 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
281
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000282 mMinSwapInterval = 4;
283 mMaxSwapInterval = 0;
284
285 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
286 {
287 mMinSwapInterval = std::min(mMinSwapInterval, 0);
288 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
289 }
290 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
291 {
292 mMinSwapInterval = std::min(mMinSwapInterval, 1);
293 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
294 }
295 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
296 {
297 mMinSwapInterval = std::min(mMinSwapInterval, 2);
298 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
299 }
300 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
301 {
302 mMinSwapInterval = std::min(mMinSwapInterval, 3);
303 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
304 }
305 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
306 {
307 mMinSwapInterval = std::min(mMinSwapInterval, 4);
308 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
309 }
310
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000311 int max = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000312 for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000313 {
314 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000315 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
316 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000317
318 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
319 {
320 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
321 {
322 max = j;
323 }
324 }
325 }
326
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000327 for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000328 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000329 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000330 continue;
331
332 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000333 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
334 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000335
336 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
337 {
338 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
339 {
340 max = j;
341 }
342 }
343 }
344
345 mMaxSupportedSamples = max;
346
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000347 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
348 static const TCHAR className[] = TEXT("STATIC");
349
350 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
351
352 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
353 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
354
355 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
356 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
357 {
358 return EGL_BAD_ALLOC;
359 }
360
361 if (FAILED(result))
362 {
363 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
364
365 if (FAILED(result))
366 {
367 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
368 return EGL_BAD_ALLOC;
369 }
370 }
371
372 if (mD3d9Ex)
373 {
374 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
375 ASSERT(SUCCEEDED(result));
376 }
377
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000378 mVertexShaderCache.initialize(mDevice);
379 mPixelShaderCache.initialize(mDevice);
380
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000381 // Check occlusion query support
382 IDirect3DQuery9 *occlusionQuery = NULL;
383 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
384 {
385 occlusionQuery->Release();
386 mOcclusionQuerySupport = true;
387 }
388 else
389 {
390 mOcclusionQuerySupport = false;
391 }
392
393 // Check event query support
394 IDirect3DQuery9 *eventQuery = NULL;
395 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
396 {
397 eventQuery->Release();
398 mEventQuerySupport = true;
399 }
400 else
401 {
402 mEventQuerySupport = false;
403 }
404
405 D3DDISPLAYMODE currentDisplayMode;
406 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
407
408 // Check vertex texture support
409 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
410 // We test this using D3D9 by checking support for the R16F format.
411 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
412 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
413 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
414
415 // Check depth texture support
416 // we use INTZ for depth textures in Direct3D9
417 // we also want NULL texture support to ensure the we can make depth-only FBOs
418 // see http://aras-p.info/texts/D3D9GPUHacks.html
419 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
420 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
421 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
422 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
423
424 // Check 32 bit floating point texture support
425 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
426 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
427 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
428 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
429
430 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
431 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
432 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
433 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
434
435 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
436 {
437 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
438 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
439 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
440 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
441 }
442 else
443 {
444 mFloat32TextureSupport = true;
445 }
446
447 // Check 16 bit floating point texture support
448 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
449 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
450 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
451 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
452
453 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
454 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
455 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
456 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
457
458 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
459 {
460 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
461 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
462 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
463 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
464 }
465 else
466 {
467 mFloat16TextureSupport = true;
468 }
469
470 // Check DXT texture support
471 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
472 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
473 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
474
475 // Check luminance[alpha] texture support
476 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
477 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
478
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000479 initializeDevice();
480
481 return EGL_SUCCESS;
482}
483
484// do any one-time device initialization
485// NOTE: this is also needed after a device lost/reset
486// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000487void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000488{
489 // Permanent non-default states
490 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
491 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
492
493 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
494 {
495 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
496 }
497 else
498 {
499 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
500 }
501
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000502 markAllStateDirty();
503
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000504 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000505
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000506 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000507 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000508 mVertexDataManager = new rx::VertexDataManager(this);
509 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000510}
511
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000512D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000513{
514 D3DPRESENT_PARAMETERS presentParameters = {0};
515
516 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
517 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
518 presentParameters.BackBufferCount = 1;
519 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
520 presentParameters.BackBufferWidth = 1;
521 presentParameters.BackBufferHeight = 1;
522 presentParameters.EnableAutoDepthStencil = FALSE;
523 presentParameters.Flags = 0;
524 presentParameters.hDeviceWindow = mDeviceWindow;
525 presentParameters.MultiSampleQuality = 0;
526 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
527 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
528 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
529 presentParameters.Windowed = TRUE;
530
531 return presentParameters;
532}
533
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000534int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000535{
536 D3DDISPLAYMODE currentDisplayMode;
537 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
538
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000539 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
540 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000541 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
542 int numConfigs = 0;
543
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000544 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000545 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000546 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000547
548 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
549
550 if (SUCCEEDED(result))
551 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000552 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000553 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000554 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000555 HRESULT result = D3D_OK;
556
557 if(depthStencilFormat != D3DFMT_UNKNOWN)
558 {
559 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
560 }
561
562 if (SUCCEEDED(result))
563 {
564 if(depthStencilFormat != D3DFMT_UNKNOWN)
565 {
566 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
567 }
568
569 if (SUCCEEDED(result))
570 {
571 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000572 newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
573 newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000574 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
575 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000576 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000577
578 (*configDescList)[numConfigs++] = newConfig;
579 }
580 }
581 }
582 }
583 }
584
585 return numConfigs;
586}
587
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000588void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000589{
590 delete [] (configDescList);
591}
592
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000593void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000594{
595 if (!mSceneStarted)
596 {
597 long result = mDevice->BeginScene();
598 if (SUCCEEDED(result)) {
599 // This is defensive checking against the device being
600 // lost at unexpected times.
601 mSceneStarted = true;
602 }
603 }
604}
605
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000606void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000607{
608 if (mSceneStarted)
609 {
610 // EndScene can fail if the device was lost, for example due
611 // to a TDR during a draw call.
612 mDevice->EndScene();
613 mSceneStarted = false;
614 }
615}
616
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000617void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000618{
619 HRESULT result;
620
621 IDirect3DQuery9* query = allocateEventQuery();
622 if (!query)
623 {
624 return;
625 }
626
627 result = query->Issue(D3DISSUE_END);
628 ASSERT(SUCCEEDED(result));
629
630 do
631 {
632 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
633
634 if(block && result == S_FALSE)
635 {
636 // Keep polling, but allow other threads to do something useful first
637 Sleep(0);
638 // explicitly check for device loss
639 // some drivers seem to return S_FALSE even if the device is lost
640 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000641 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000642 {
643 result = D3DERR_DEVICELOST;
644 }
645 }
646 }
647 while(block && result == S_FALSE);
648
649 freeEventQuery(query);
650
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000651 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000652 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000653 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000654 }
655}
656
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000657SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
658{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000659 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000660}
661
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000662IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000663{
664 IDirect3DQuery9 *query = NULL;
665
666 if (mEventQueryPool.empty())
667 {
668 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
669 ASSERT(SUCCEEDED(result));
670 }
671 else
672 {
673 query = mEventQueryPool.back();
674 mEventQueryPool.pop_back();
675 }
676
677 return query;
678}
679
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000680void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000681{
682 if (mEventQueryPool.size() > 1000)
683 {
684 query->Release();
685 }
686 else
687 {
688 mEventQueryPool.push_back(query);
689 }
690}
691
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000692IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000693{
694 return mVertexShaderCache.create(function, length);
695}
696
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000697IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000698{
699 return mPixelShaderCache.create(function, length);
700}
701
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000702HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
703{
704 D3DPOOL Pool = getBufferPool(Usage);
705 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
706}
707
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000708VertexBuffer *Renderer9::createVertexBuffer()
709{
710 return new VertexBuffer9(this);
711}
712
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000713HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
714{
715 D3DPOOL Pool = getBufferPool(Usage);
716 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
717}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000718
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000719IndexBuffer *Renderer9::createIndexBuffer()
720{
721 return new IndexBuffer9(this);
722}
723
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000724BufferStorage *Renderer9::createBufferStorage()
725{
726 return new BufferStorage9();
727}
728
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000729QueryImpl *Renderer9::createQuery(GLenum type)
730{
731 return new Query9(this, type);
732}
733
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000734FenceImpl *Renderer9::createFence()
735{
736 return new Fence9(this);
737}
738
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000739void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000740{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000741 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
742 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000743
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000744 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000745 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000746 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
747 int d3dSampler = index + d3dSamplerOffset;
748
749 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
751
752 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
753 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
754 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
755 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
756 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
757 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
758 if (mSupportsTextureFilterAnisotropy)
759 {
760 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
761 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000762 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000763
764 forceSetSamplers[index] = false;
765 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000766}
767
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000768void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000769{
770 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
771 int d3dSampler = index + d3dSamplerOffset;
772 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000773 unsigned int serial = 0;
774 bool forceSetTexture = false;
775
776 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000777
778 if (texture)
779 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000780 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000781 if (texStorage)
782 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000783 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000784 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000785 }
786 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000787 // in the texture class and we're unexpectedly missing the d3d texture
788 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000789
790 serial = texture->getTextureSerial();
791 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000792 }
793
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000794 if (forceSetTexture || appliedSerials[index] != serial)
795 {
796 mDevice->SetTexture(d3dSampler, d3dTexture);
797 }
798
799 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000800}
801
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000802void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000803{
804 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000805
806 if (rasterStateChanged)
807 {
808 // Set the cull mode
809 if (rasterState.cullFace)
810 {
811 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
812 }
813 else
814 {
815 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
816 }
817
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000818 if (rasterState.polygonOffsetFill)
819 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000820 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000821 {
822 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
823
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000824 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000825 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
826 }
827 }
828 else
829 {
830 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
831 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
832 }
833
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000834 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000835 }
836
837 mForceSetRasterState = false;
838}
839
840void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
841{
842 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
843 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
844 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
845
846 if (blendStateChanged || blendColorChanged)
847 {
848 if (blendState.blend)
849 {
850 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
851
852 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
853 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
854 {
855 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
856 }
857 else
858 {
859 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
860 gl::unorm<8>(blendColor.alpha),
861 gl::unorm<8>(blendColor.alpha),
862 gl::unorm<8>(blendColor.alpha)));
863 }
864
865 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
866 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
867 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
868
869 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
870 blendState.destBlendRGB != blendState.destBlendAlpha ||
871 blendState.blendEquationRGB != blendState.blendEquationAlpha)
872 {
873 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
874
875 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
876 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
877 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
878 }
879 else
880 {
881 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
882 }
883 }
884 else
885 {
886 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
887 }
888
889 if (blendState.sampleAlphaToCoverage)
890 {
891 FIXME("Sample alpha to coverage is unimplemented.");
892 }
893
894 // Set the color mask
895 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
896 // Apparently some ATI cards have a bug where a draw with a zero color
897 // write mask can cause later draws to have incorrect results. Instead,
898 // set a nonzero color write mask but modify the blend state so that no
899 // drawing is done.
900 // http://code.google.com/p/angleproject/issues/detail?id=169
901
902 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
903 blendState.colorMaskBlue, blendState.colorMaskAlpha);
904 if (colorMask == 0 && !zeroColorMaskAllowed)
905 {
906 // Enable green channel, but set blending so nothing will be drawn.
907 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
908 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
909
910 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
911 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
912 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
913 }
914 else
915 {
916 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
917 }
918
919 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
920
921 mCurBlendState = blendState;
922 mCurBlendColor = blendColor;
923 }
924
925 if (sampleMaskChanged)
926 {
927 // Set the multisample mask
928 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
929 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
930
931 mCurSampleMask = sampleMask;
932 }
933
934 mForceSetBlendState = false;
935}
936
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000937void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000938 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000939{
940 bool depthStencilStateChanged = mForceSetDepthStencilState ||
941 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000942 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
943 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000944 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000945
946 if (depthStencilStateChanged)
947 {
948 if (depthStencilState.depthTest)
949 {
950 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
951 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
952 }
953 else
954 {
955 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
956 }
957
958 mCurDepthStencilState = depthStencilState;
959 }
960
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000961 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000962 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000963 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000964 {
965 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
966 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
967
968 // FIXME: Unsupported by D3D9
969 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
970 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
971 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
972 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000973 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
975 {
976 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000977 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978 }
979
980 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000981 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000982
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
984 depthStencilState.stencilWritemask);
985 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
986 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
987
988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000989 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000990 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
991 depthStencilState.stencilMask);
992
993 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
994 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
995 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
996 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
997 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
998 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
999
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1001 depthStencilState.stencilBackWritemask);
1002 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1003 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1004
1005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001006 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001007 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1008 depthStencilState.stencilBackMask);
1009
1010 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1011 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1012 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1013 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1014 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1015 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1016 }
1017 else
1018 {
1019 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1020 }
1021
1022 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1023
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001024 mCurStencilRef = stencilRef;
1025 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001026 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027 }
1028
1029 mForceSetDepthStencilState = false;
1030}
1031
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001032void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001033{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001034 bool scissorChanged = mForceSetScissor ||
1035 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1036 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001037
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001038 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001039 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001040 if (enabled)
1041 {
1042 RECT rect;
1043 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1044 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1045 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1046 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1047 mDevice->SetScissorRect(&rect);
1048 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001050 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1051
1052 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001053 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001054 }
1055
1056 mForceSetScissor = false;
1057}
1058
daniel@transgaming.com12985182012-12-20 20:56:31 +00001059bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001060 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001061{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001062 gl::Rectangle actualViewport = viewport;
1063 float actualZNear = gl::clamp01(zNear);
1064 float actualZFar = gl::clamp01(zFar);
1065 if (ignoreViewport)
1066 {
1067 actualViewport.x = 0;
1068 actualViewport.y = 0;
1069 actualViewport.width = mRenderTargetDesc.width;
1070 actualViewport.height = mRenderTargetDesc.height;
1071 actualZNear = 0.0f;
1072 actualZFar = 1.0f;
1073 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001074
1075 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001076 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1077 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1078 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1079 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1080 dxViewport.MinZ = actualZNear;
1081 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001082
1083 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1084 {
1085 return false; // Nothing to render
1086 }
1087
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001088 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1089 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090 if (viewportChanged)
1091 {
1092 mDevice->SetViewport(&dxViewport);
1093
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001094 mCurViewport = actualViewport;
1095 mCurNear = actualZNear;
1096 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001097
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001098 dx_VertexConstants vc = {0};
1099 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001100
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001101 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1102 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1103 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1104 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001105
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001106 pc.viewCoords[0] = actualViewport.width * 0.5f;
1107 pc.viewCoords[1] = actualViewport.height * 0.5f;
1108 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1109 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001110
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001111 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1112 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1113 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1114
1115 vc.depthRange[0] = actualZNear;
1116 vc.depthRange[1] = actualZFar;
1117 vc.depthRange[2] = actualZFar - actualZNear;
1118
1119 pc.depthRange[0] = actualZNear;
1120 pc.depthRange[1] = actualZFar;
1121 pc.depthRange[2] = actualZFar - actualZNear;
1122
1123 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1124 {
1125 mVertexConstants = vc;
1126 mDxUniformsDirty = true;
1127 }
1128
1129 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1130 {
1131 mPixelConstants = pc;
1132 mDxUniformsDirty = true;
1133 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001134 }
1135
1136 mForceSetViewport = false;
1137 return true;
1138}
1139
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001140bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1141{
1142 switch (mode)
1143 {
1144 case GL_POINTS:
1145 mPrimitiveType = D3DPT_POINTLIST;
1146 mPrimitiveCount = count;
1147 break;
1148 case GL_LINES:
1149 mPrimitiveType = D3DPT_LINELIST;
1150 mPrimitiveCount = count / 2;
1151 break;
1152 case GL_LINE_LOOP:
1153 mPrimitiveType = D3DPT_LINESTRIP;
1154 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1155 break;
1156 case GL_LINE_STRIP:
1157 mPrimitiveType = D3DPT_LINESTRIP;
1158 mPrimitiveCount = count - 1;
1159 break;
1160 case GL_TRIANGLES:
1161 mPrimitiveType = D3DPT_TRIANGLELIST;
1162 mPrimitiveCount = count / 3;
1163 break;
1164 case GL_TRIANGLE_STRIP:
1165 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1166 mPrimitiveCount = count - 2;
1167 break;
1168 case GL_TRIANGLE_FAN:
1169 mPrimitiveType = D3DPT_TRIANGLEFAN;
1170 mPrimitiveCount = count - 2;
1171 break;
1172 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001173 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001174 }
1175
1176 return mPrimitiveCount > 0;
1177}
1178
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001179
1180gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1181{
1182 if (!depthbuffer)
1183 {
1184 ERR("Unexpected null depthbuffer for depth-only FBO.");
1185 return NULL;
1186 }
1187
1188 GLsizei width = depthbuffer->getWidth();
1189 GLsizei height = depthbuffer->getHeight();
1190
1191 // search cached nullcolorbuffers
1192 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1193 {
1194 if (mNullColorbufferCache[i].buffer != NULL &&
1195 mNullColorbufferCache[i].width == width &&
1196 mNullColorbufferCache[i].height == height)
1197 {
1198 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1199 return mNullColorbufferCache[i].buffer;
1200 }
1201 }
1202
1203 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1204
1205 // add nullbuffer to the cache
1206 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1207 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1208 {
1209 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1210 {
1211 oldest = &mNullColorbufferCache[i];
1212 }
1213 }
1214
1215 delete oldest->buffer;
1216 oldest->buffer = nullbuffer;
1217 oldest->lruCount = ++mMaxNullColorbufferLRU;
1218 oldest->width = width;
1219 oldest->height = height;
1220
1221 return nullbuffer;
1222}
1223
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001224bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001225{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001226 // if there is no color attachment we must synthesize a NULL colorattachment
1227 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1228 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001229 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001230 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001231 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001232 }
1233 else
1234 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001235 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001236 }
1237 if (!renderbufferObject)
1238 {
1239 ERR("unable to locate renderbuffer for FBO.");
1240 return false;
1241 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001242
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001243 bool renderTargetChanged = false;
1244 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1245 if (renderTargetSerial != mAppliedRenderTargetSerial)
1246 {
1247 // Apply the render target on the device
1248 IDirect3DSurface9 *renderTargetSurface = NULL;
1249
1250 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1251 if (renderTarget)
1252 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001253 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001254 }
1255
1256 if (!renderTargetSurface)
1257 {
1258 ERR("render target pointer unexpectedly null.");
1259 return false; // Context must be lost
1260 }
1261
1262 mDevice->SetRenderTarget(0, renderTargetSurface);
1263 renderTargetSurface->Release();
1264
1265 mAppliedRenderTargetSerial = renderTargetSerial;
1266 renderTargetChanged = true;
1267 }
1268
1269 gl::Renderbuffer *depthStencil = NULL;
1270 unsigned int depthbufferSerial = 0;
1271 unsigned int stencilbufferSerial = 0;
1272 if (framebuffer->getDepthbufferType() != GL_NONE)
1273 {
1274 depthStencil = framebuffer->getDepthbuffer();
1275 if (!depthStencil)
1276 {
1277 ERR("Depth stencil pointer unexpectedly null.");
1278 return false;
1279 }
1280
1281 depthbufferSerial = depthStencil->getSerial();
1282 }
1283 else if (framebuffer->getStencilbufferType() != GL_NONE)
1284 {
1285 depthStencil = framebuffer->getStencilbuffer();
1286 if (!depthStencil)
1287 {
1288 ERR("Depth stencil pointer unexpectedly null.");
1289 return false;
1290 }
1291
1292 stencilbufferSerial = depthStencil->getSerial();
1293 }
1294
1295 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1296 stencilbufferSerial != mAppliedStencilbufferSerial ||
1297 !mDepthStencilInitialized)
1298 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001299 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001300 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001301
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001302 // Apply the depth stencil on the device
1303 if (depthStencil)
1304 {
1305 IDirect3DSurface9 *depthStencilSurface = NULL;
1306 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1307
1308 if (depthStencilRenderTarget)
1309 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001310 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001311 }
1312
1313 if (!depthStencilSurface)
1314 {
1315 ERR("depth stencil pointer unexpectedly null.");
1316 return false; // Context must be lost
1317 }
1318
1319 mDevice->SetDepthStencilSurface(depthStencilSurface);
1320 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001321
1322 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001323 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001324 }
1325 else
1326 {
1327 mDevice->SetDepthStencilSurface(NULL);
1328 }
1329
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001330 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1331 {
1332 mCurDepthSize = depthSize;
1333 mForceSetRasterState = true;
1334 }
1335
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001336 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1337 {
1338 mCurStencilSize = stencilSize;
1339 mForceSetDepthStencilState = true;
1340 }
1341
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001342 mAppliedDepthbufferSerial = depthbufferSerial;
1343 mAppliedStencilbufferSerial = stencilbufferSerial;
1344 mDepthStencilInitialized = true;
1345 }
1346
1347 if (renderTargetChanged || !mRenderTargetDescInitialized)
1348 {
1349 mForceSetScissor = true;
1350 mForceSetViewport = true;
1351
1352 mRenderTargetDesc.width = renderbufferObject->getWidth();
1353 mRenderTargetDesc.height = renderbufferObject->getHeight();
1354 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1355 mRenderTargetDescInitialized = true;
1356 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001357
1358 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001359}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001360
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001361GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001362{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001363 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001364 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1365 if (err != GL_NO_ERROR)
1366 {
1367 return err;
1368 }
1369
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001370 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1371}
1372
1373// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001374GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001375{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001376 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001377
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001378 if (err == GL_NO_ERROR)
1379 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001380 // Directly binding the storage buffer is not supported for d3d9
1381 ASSERT(indexInfo->storage == NULL);
1382
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001383 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001384 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001385 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1386
1387 mDevice->SetIndices(indexBuffer->getBuffer());
1388 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001389 }
1390 }
1391
1392 return err;
1393}
1394
1395void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1396{
1397 startScene();
1398
1399 if (mode == GL_LINE_LOOP)
1400 {
1401 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1402 }
1403 else if (instances > 0)
1404 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001405 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001406 if (countingIB)
1407 {
1408 if (mAppliedIBSerial != countingIB->getSerial())
1409 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001410 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1411
1412 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001413 mAppliedIBSerial = countingIB->getSerial();
1414 }
1415
1416 for (int i = 0; i < mRepeatDraw; i++)
1417 {
1418 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1419 }
1420 }
1421 else
1422 {
1423 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001424 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001425 }
1426 }
1427 else // Regular case
1428 {
1429 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1430 }
1431}
1432
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001433void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001434{
1435 startScene();
1436
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001437 if (mode == GL_POINTS)
1438 {
1439 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1440 }
1441 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001442 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001443 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001444 }
1445 else
1446 {
1447 for (int i = 0; i < mRepeatDraw; i++)
1448 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001449 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1450 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001451 }
1452 }
1453}
1454
1455void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1456{
1457 // Get the raw indices for an indexed draw
1458 if (type != GL_NONE && elementArrayBuffer)
1459 {
1460 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001461 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001462 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001463 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001464 }
1465
1466 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467
1468 if (get32BitIndexSupport())
1469 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001470 if (!mLineLoopIB)
1471 {
1472 mLineLoopIB = new StreamingIndexBufferInterface(this);
1473 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1474 {
1475 delete mLineLoopIB;
1476 mLineLoopIB = NULL;
1477
1478 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001479 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 }
1481 }
1482
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001483 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001484 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001485 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001487 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001488 }
1489
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 void* mappedMemory = NULL;
1491 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1492 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001493 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001494 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001495 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001496 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001497
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001498 startIndex = static_cast<UINT>(offset) / 4;
1499 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1500
1501 switch (type)
1502 {
1503 case GL_NONE: // Non-indexed draw
1504 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001505 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001506 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001507 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001508 data[count] = 0;
1509 break;
1510 case GL_UNSIGNED_BYTE:
1511 for (int i = 0; i < count; i++)
1512 {
1513 data[i] = static_cast<const GLubyte*>(indices)[i];
1514 }
1515 data[count] = static_cast<const GLubyte*>(indices)[0];
1516 break;
1517 case GL_UNSIGNED_SHORT:
1518 for (int i = 0; i < count; i++)
1519 {
1520 data[i] = static_cast<const GLushort*>(indices)[i];
1521 }
1522 data[count] = static_cast<const GLushort*>(indices)[0];
1523 break;
1524 case GL_UNSIGNED_INT:
1525 for (int i = 0; i < count; i++)
1526 {
1527 data[i] = static_cast<const GLuint*>(indices)[i];
1528 }
1529 data[count] = static_cast<const GLuint*>(indices)[0];
1530 break;
1531 default: UNREACHABLE();
1532 }
1533
1534 if (!mLineLoopIB->unmapBuffer())
1535 {
1536 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001537 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001538 }
1539 }
1540 else
1541 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001542 if (!mLineLoopIB)
1543 {
1544 mLineLoopIB = new StreamingIndexBufferInterface(this);
1545 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1546 {
1547 delete mLineLoopIB;
1548 mLineLoopIB = NULL;
1549
1550 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001551 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 }
1553 }
1554
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001555 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001557 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001559 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001560 }
1561
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 void* mappedMemory = NULL;
1563 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1564 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001565 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001566 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001567 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001568 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001569
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001570 startIndex = static_cast<UINT>(offset) / 2;
1571 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1572
1573 switch (type)
1574 {
1575 case GL_NONE: // Non-indexed draw
1576 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001577 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001578 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001579 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001580 data[count] = 0;
1581 break;
1582 case GL_UNSIGNED_BYTE:
1583 for (int i = 0; i < count; i++)
1584 {
1585 data[i] = static_cast<const GLubyte*>(indices)[i];
1586 }
1587 data[count] = static_cast<const GLubyte*>(indices)[0];
1588 break;
1589 case GL_UNSIGNED_SHORT:
1590 for (int i = 0; i < count; i++)
1591 {
1592 data[i] = static_cast<const GLushort*>(indices)[i];
1593 }
1594 data[count] = static_cast<const GLushort*>(indices)[0];
1595 break;
1596 case GL_UNSIGNED_INT:
1597 for (int i = 0; i < count; i++)
1598 {
1599 data[i] = static_cast<const GLuint*>(indices)[i];
1600 }
1601 data[count] = static_cast<const GLuint*>(indices)[0];
1602 break;
1603 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001604 }
1605
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001606 if (!mLineLoopIB->unmapBuffer())
1607 {
1608 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001609 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001610 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001611 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001612
1613 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001614 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001615 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1616
1617 mDevice->SetIndices(indexBuffer->getBuffer());
1618 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001619 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001620
1621 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001622}
1623
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001624template <typename T>
1625static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1626{
1627 for (int i = 0; i < count; i++)
1628 {
1629 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1630 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1631 }
1632}
1633
1634void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1635{
1636 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1637 // for each individual point. This call is not expected to happen often.
1638
1639 if (elementArrayBuffer)
1640 {
1641 BufferStorage *storage = elementArrayBuffer->getStorage();
1642 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1643 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1644 }
1645
1646 switch (type)
1647 {
1648 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1649 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1650 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1651 default: UNREACHABLE();
1652 }
1653}
1654
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001655void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1656{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001657 unsigned int programBinarySerial = programBinary->getSerial();
1658 if (programBinarySerial != mAppliedProgramBinarySerial)
1659 {
1660 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1661 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001662
daniel@transgaming.come4991412012-12-20 20:55:34 +00001663 IDirect3DVertexShader9 *vertexShader = NULL;
1664 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001665
daniel@transgaming.come4991412012-12-20 20:55:34 +00001666 IDirect3DPixelShader9 *pixelShader = NULL;
1667 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001668
daniel@transgaming.come4991412012-12-20 20:55:34 +00001669 mDevice->SetPixelShader(pixelShader);
1670 mDevice->SetVertexShader(vertexShader);
1671 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001672 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001673
1674 mAppliedProgramBinarySerial = programBinarySerial;
1675 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001676}
1677
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001678void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001679{
1680 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1681 {
1682 gl::Uniform *targetUniform = *ub;
1683
1684 if (targetUniform->dirty)
1685 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001686 GLfloat *f = (GLfloat*)targetUniform->data;
1687 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001688
1689 switch (targetUniform->type)
1690 {
1691 case GL_SAMPLER_2D:
1692 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001693 break;
1694 case GL_BOOL:
1695 case GL_BOOL_VEC2:
1696 case GL_BOOL_VEC3:
1697 case GL_BOOL_VEC4:
1698 applyUniformnbv(targetUniform, i);
1699 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001700 case GL_FLOAT:
1701 case GL_FLOAT_VEC2:
1702 case GL_FLOAT_VEC3:
1703 case GL_FLOAT_VEC4:
1704 case GL_FLOAT_MAT2:
1705 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001706 case GL_FLOAT_MAT4:
1707 applyUniformnfv(targetUniform, f);
1708 break;
1709 case GL_INT:
1710 case GL_INT_VEC2:
1711 case GL_INT_VEC3:
1712 case GL_INT_VEC4:
1713 applyUniformniv(targetUniform, i);
1714 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001715 default:
1716 UNREACHABLE();
1717 }
1718
1719 targetUniform->dirty = false;
1720 }
1721 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001722
1723 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001724 if (mDxUniformsDirty)
1725 {
1726 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1727 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1728 mDxUniformsDirty = false;
1729 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730}
1731
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001732void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001733{
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001734 if (targetUniform->isReferencedByFragmentShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001735 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001736 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737 }
1738
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001739 if (targetUniform->isReferencedByVertexShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001740 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001741 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001742 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001743}
1744
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001745void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001746{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001747 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1748 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001749
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001750 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001751 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001752 vector[i][0] = (GLfloat)v[4 * i + 0];
1753 vector[i][1] = (GLfloat)v[4 * i + 1];
1754 vector[i][2] = (GLfloat)v[4 * i + 2];
1755 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001756 }
1757
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001758 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001759}
1760
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001761void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001762{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001763 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1764 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001765
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001766 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001767 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001768 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1769 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1770 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1771 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001772 }
1773
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001774 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001775}
1776
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001777void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001778{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001779 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1780 gl::unorm<8>(clearParams.colorClearValue.red),
1781 gl::unorm<8>(clearParams.colorClearValue.green),
1782 gl::unorm<8>(clearParams.colorClearValue.blue));
1783 float depth = gl::clamp01(clearParams.depthClearValue);
1784 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001785
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001786 unsigned int stencilUnmasked = 0x0;
1787 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1788 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001789 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1790 getCurrentClientVersion());
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001791 stencilUnmasked = (0x1 << stencilSize) - 1;
1792 }
1793
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001794 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1795 clearParams.colorMaskAlpha;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001796
1797 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1798 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1799 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1800 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1801 clearParams.colorMaskBlue && alphaUnmasked);
1802
1803 if (needMaskedColorClear || needMaskedStencilClear)
1804 {
1805 // State which is altered in all paths from this point to the clear call is saved.
1806 // State which is altered in only some paths will be flagged dirty in the case that
1807 // that path is taken.
1808 HRESULT hr;
1809 if (mMaskedClearSavedState == NULL)
1810 {
1811 hr = mDevice->BeginStateBlock();
1812 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1813
1814 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1815 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1816 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1817 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1818 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1819 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1820 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1821 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1822 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1823 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1824 mDevice->SetPixelShader(NULL);
1825 mDevice->SetVertexShader(NULL);
1826 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1827 mDevice->SetStreamSource(0, NULL, 0, 0);
1828 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1829 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1830 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1831 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1832 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1833 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1834 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1835
1836 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1837 {
1838 mDevice->SetStreamSourceFreq(i, 1);
1839 }
1840
1841 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1842 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1843 }
1844
1845 ASSERT(mMaskedClearSavedState != NULL);
1846
1847 if (mMaskedClearSavedState != NULL)
1848 {
1849 hr = mMaskedClearSavedState->Capture();
1850 ASSERT(SUCCEEDED(hr));
1851 }
1852
1853 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1854 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1855 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1856 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1857 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1858 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1859 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1860 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1861
1862 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1863 {
1864 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1865 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1866 clearParams.colorMaskGreen,
1867 clearParams.colorMaskBlue,
1868 clearParams.colorMaskAlpha));
1869 }
1870 else
1871 {
1872 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1873 }
1874
1875 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1876 {
1877 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1878 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1879 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1880 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1881 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1882 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1883 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1884 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1885 }
1886 else
1887 {
1888 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1889 }
1890
1891 mDevice->SetPixelShader(NULL);
1892 mDevice->SetVertexShader(NULL);
1893 mDevice->SetFVF(D3DFVF_XYZRHW);
1894 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1895 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1896 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1897 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1898 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1899 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1900 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1901
1902 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1903 {
1904 mDevice->SetStreamSourceFreq(i, 1);
1905 }
1906
1907 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1908 quad[0][0] = -0.5f;
1909 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1910 quad[0][2] = 0.0f;
1911 quad[0][3] = 1.0f;
1912
1913 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1914 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1915 quad[1][2] = 0.0f;
1916 quad[1][3] = 1.0f;
1917
1918 quad[2][0] = -0.5f;
1919 quad[2][1] = -0.5f;
1920 quad[2][2] = 0.0f;
1921 quad[2][3] = 1.0f;
1922
1923 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1924 quad[3][1] = -0.5f;
1925 quad[3][2] = 0.0f;
1926 quad[3][3] = 1.0f;
1927
1928 startScene();
1929 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1930
1931 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1932 {
1933 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1934 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1935 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1936 }
1937
1938 if (mMaskedClearSavedState != NULL)
1939 {
1940 mMaskedClearSavedState->Apply();
1941 }
1942 }
1943 else if (clearParams.mask)
1944 {
1945 DWORD dxClearFlags = 0;
1946 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1947 {
1948 dxClearFlags |= D3DCLEAR_TARGET;
1949 }
1950 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1951 {
1952 dxClearFlags |= D3DCLEAR_ZBUFFER;
1953 }
1954 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1955 {
1956 dxClearFlags |= D3DCLEAR_STENCIL;
1957 }
1958
1959 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1960 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001961}
1962
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001963void Renderer9::markAllStateDirty()
1964{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001965 mAppliedRenderTargetSerial = 0;
1966 mAppliedDepthbufferSerial = 0;
1967 mAppliedStencilbufferSerial = 0;
1968 mDepthStencilInitialized = false;
1969 mRenderTargetDescInitialized = false;
1970
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001971 mForceSetDepthStencilState = true;
1972 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001973 mForceSetScissor = true;
1974 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001975 mForceSetBlendState = true;
1976
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001977 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001978 {
1979 mForceSetVertexSamplerStates[i] = true;
1980 mCurVertexTextureSerials[i] = 0;
1981 }
1982 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1983 {
1984 mForceSetPixelSamplerStates[i] = true;
1985 mCurPixelTextureSerials[i] = 0;
1986 }
1987
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001988 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001989 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001990 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001991
1992 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001993}
1994
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001995void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001996{
1997 while (!mEventQueryPool.empty())
1998 {
1999 mEventQueryPool.back()->Release();
2000 mEventQueryPool.pop_back();
2001 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002002
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00002003 if (mMaskedClearSavedState)
2004 {
2005 mMaskedClearSavedState->Release();
2006 mMaskedClearSavedState = NULL;
2007 }
2008
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002009 mVertexShaderCache.clear();
2010 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002011
daniel@transgaming.come569fc52012-11-28 20:56:02 +00002012 delete mBlit;
2013 mBlit = NULL;
2014
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002015 delete mVertexDataManager;
2016 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00002017
2018 delete mIndexDataManager;
2019 mIndexDataManager = NULL;
2020
2021 delete mLineLoopIB;
2022 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002023
2024 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2025 {
2026 delete mNullColorbufferCache[i].buffer;
2027 mNullColorbufferCache[i].buffer = NULL;
2028 }
2029
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002030}
2031
2032
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002033void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002034{
2035 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002036 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002037}
2038
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002039bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002040{
2041 return mDeviceLost;
2042}
2043
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002044// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002045bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002046{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002047 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002048
2049 if (mDeviceEx)
2050 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002051 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002052 }
2053 else if (mDevice)
2054 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002055 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002056 }
2057 else
2058 {
2059 // No device yet, so no reset required
2060 }
2061
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002062 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2063
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002064 if (isLost)
2065 {
2066 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002067 // we'll probably get this done again by notifyDeviceLost
2068 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002069 // Note that we don't want to clear the device loss status here
2070 // -- this needs to be done by resetDevice
2071 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002072 if (notify)
2073 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002074 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002075 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002076 }
2077
2078 return isLost;
2079}
2080
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002081bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002082{
2083 HRESULT status = D3D_OK;
2084
2085 if (mDeviceEx)
2086 {
2087 status = mDeviceEx->CheckDeviceState(NULL);
2088 }
2089 else if (mDevice)
2090 {
2091 status = mDevice->TestCooperativeLevel();
2092 }
2093
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002094 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002095 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002096 switch (status)
2097 {
2098 case D3DERR_DEVICENOTRESET:
2099 case D3DERR_DEVICEHUNG:
2100 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002101 case D3DERR_DEVICELOST:
2102 return (mDeviceEx != NULL);
2103 case D3DERR_DEVICEREMOVED:
2104 UNIMPLEMENTED();
2105 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002106 default:
2107 return false;
2108 }
2109}
2110
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002111bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002112{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002113 releaseDeviceResources();
2114
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002115 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2116
2117 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002118 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002119 int attempts = 3;
2120
2121 while (lost && attempts > 0)
2122 {
2123 if (mDeviceEx)
2124 {
2125 Sleep(500); // Give the graphics driver some CPU time
2126 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2127 }
2128 else
2129 {
2130 result = mDevice->TestCooperativeLevel();
2131 while (result == D3DERR_DEVICELOST)
2132 {
2133 Sleep(100); // Give the graphics driver some CPU time
2134 result = mDevice->TestCooperativeLevel();
2135 }
2136
2137 if (result == D3DERR_DEVICENOTRESET)
2138 {
2139 result = mDevice->Reset(&presentParameters);
2140 }
2141 }
2142
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002143 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002144 attempts --;
2145 }
2146
2147 if (FAILED(result))
2148 {
2149 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2150 return false;
2151 }
2152
2153 // reset device defaults
2154 initializeDevice();
2155 mDeviceLost = false;
2156
2157 return true;
2158}
2159
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002160DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002161{
2162 return mAdapterIdentifier.VendorId;
2163}
2164
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002165std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002166{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002167 std::ostringstream rendererString;
2168
2169 rendererString << mAdapterIdentifier.Description;
2170 if (getShareHandleSupport())
2171 {
2172 rendererString << " Direct3D9Ex";
2173 }
2174 else
2175 {
2176 rendererString << " Direct3D9";
2177 }
2178
2179 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2180 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2181
2182 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002183}
2184
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002185GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002186{
2187 return mAdapterIdentifier.DeviceIdentifier;
2188}
2189
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002190void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191{
2192 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2193 {
2194 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2195 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2196
2197 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2198 }
2199}
2200
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002201bool Renderer9::getBGRATextureSupport() const
2202{
2203 // DirectX 9 always supports BGRA
2204 return true;
2205}
2206
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002207bool Renderer9::getDXT1TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002209 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002210}
2211
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002212bool Renderer9::getDXT3TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002213{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002214 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002215}
2216
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002217bool Renderer9::getDXT5TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002218{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002219 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002220}
2221
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002222bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002223{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002224 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002225}
2226
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002227bool Renderer9::getFloat32TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002228{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002229 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002230}
2231
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002232bool Renderer9::getFloat32TextureFilteringSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002233{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002234 return mFloat32FilterSupport;
2235}
2236
2237bool Renderer9::getFloat32TextureRenderingSupport() const
2238{
2239 return mFloat32RenderSupport;
2240}
2241
2242bool Renderer9::getFloat16TextureSupport() const
2243{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002244 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002245}
2246
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002247bool Renderer9::getFloat16TextureFilteringSupport() const
2248{
2249 return mFloat16FilterSupport;
2250}
2251
2252bool Renderer9::getFloat16TextureRenderingSupport() const
2253{
2254 return mFloat16RenderSupport;
2255}
2256
2257bool Renderer9::getLuminanceTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002258{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002259 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002260}
2261
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002262bool Renderer9::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002263{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002264 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002265}
2266
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002267bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002268{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002269 return mSupportsTextureFilterAnisotropy;
2270}
2271
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002272float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002273{
2274 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002275 {
shannon.woods%transgaming.com@gtempaccount.com6b731912013-04-13 03:35:19 +00002276 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002277 }
2278 return 1.0f;
2279}
2280
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002281bool Renderer9::getEventQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002282{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002283 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002284}
2285
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002286unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002287{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002288 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2289 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002290}
2291
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002292unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2293{
2294 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2295}
2296
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002297unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002298{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002299 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002300}
2301
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002302unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002303{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002304 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002305}
2306
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002307unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002308{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002309 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2310}
2311
2312unsigned int Renderer9::getMaxFragmentUniformVectors() const
2313{
2314 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2315
2316 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2317}
2318
2319unsigned int Renderer9::getMaxVaryingVectors() const
2320{
2321 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002322}
2323
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002324unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
2325{
2326 return 0;
2327}
2328
2329unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
2330{
2331 return 0;
2332}
2333
2334unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
2335{
2336 return 0;
2337}
2338
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002339unsigned int Renderer9::getMaxUniformBufferSize() const
2340{
2341 return 0;
2342}
2343
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002344bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002345{
2346 return mSupportsNonPower2Textures;
2347}
2348
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002349bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002350{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002351 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002352}
2353
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002354bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002355{
2356 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2357}
2358
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002359bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002360{
2361 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002362 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002363}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002364
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002365bool Renderer9::getDerivativeInstructionSupport() const
2366{
2367 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2368}
2369
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002370bool Renderer9::getPostSubBufferSupport() const
2371{
2372 return true;
2373}
2374
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002375int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002376{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002377 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002378}
2379
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002380float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002381{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002382 // Point size clamped at 1.0f for SM2
2383 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002384}
2385
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002386int Renderer9::getMaxViewportDimension() const
2387{
2388 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002389 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002390 return maxTextureDimension;
2391}
2392
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002393int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002394{
2395 return (int)mDeviceCaps.MaxTextureWidth;
2396}
2397
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002398int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002399{
2400 return (int)mDeviceCaps.MaxTextureHeight;
2401}
2402
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002403int Renderer9::getMaxTextureDepth() const
2404{
2405 // 3D textures are not available in the D3D9 backend.
2406 return 1;
2407}
2408
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002409int Renderer9::getMaxTextureArrayLayers() const
2410{
2411 // 2D array textures are not available in the D3D9 backend.
2412 return 1;
2413}
2414
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002415bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002416{
2417 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2418}
2419
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002420DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002421{
2422 return mDeviceCaps.DeclTypes;
2423}
2424
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002425int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002426{
2427 return mMinSwapInterval;
2428}
2429
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002430int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002431{
2432 return mMaxSwapInterval;
2433}
2434
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002435int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002436{
2437 return mMaxSupportedSamples;
2438}
2439
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002440int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002441{
2442 if (requested == 0)
2443 {
2444 return requested;
2445 }
2446
2447 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2448 if (itr == mMultiSampleSupport.end())
2449 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002450 if (format == D3DFMT_UNKNOWN)
2451 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002452 return -1;
2453 }
2454
2455 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2456 {
2457 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2458 {
2459 return i;
2460 }
2461 }
2462
2463 return -1;
2464}
2465
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002466unsigned int Renderer9::getMaxRenderTargets() const
2467{
2468 // we do not support MRT in d3d9
2469 return 1;
2470}
2471
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002472D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2473{
2474 switch (internalformat)
2475 {
2476 case GL_DEPTH_COMPONENT16:
2477 case GL_DEPTH_COMPONENT32_OES:
2478 case GL_DEPTH24_STENCIL8_OES:
2479 return D3DFMT_INTZ;
2480 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2481 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2482 return D3DFMT_DXT1;
2483 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2484 return D3DFMT_DXT3;
2485 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2486 return D3DFMT_DXT5;
2487 case GL_RGBA32F_EXT:
2488 case GL_RGB32F_EXT:
2489 case GL_ALPHA32F_EXT:
2490 case GL_LUMINANCE32F_EXT:
2491 case GL_LUMINANCE_ALPHA32F_EXT:
2492 return D3DFMT_A32B32G32R32F;
2493 case GL_RGBA16F_EXT:
2494 case GL_RGB16F_EXT:
2495 case GL_ALPHA16F_EXT:
2496 case GL_LUMINANCE16F_EXT:
2497 case GL_LUMINANCE_ALPHA16F_EXT:
2498 return D3DFMT_A16B16G16R16F;
2499 case GL_LUMINANCE8_EXT:
2500 if (getLuminanceTextureSupport())
2501 {
2502 return D3DFMT_L8;
2503 }
2504 break;
2505 case GL_LUMINANCE8_ALPHA8_EXT:
2506 if (getLuminanceAlphaTextureSupport())
2507 {
2508 return D3DFMT_A8L8;
2509 }
2510 break;
2511 case GL_RGB8_OES:
2512 case GL_RGB565:
2513 return D3DFMT_X8R8G8B8;
2514 }
2515
2516 return D3DFMT_A8R8G8B8;
2517}
2518
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002519bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002520{
2521 bool result = false;
2522
2523 if (source && dest)
2524 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002525 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2526 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002527
2528 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002529 for (int i = 0; i < levels; ++i)
2530 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002531 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2532 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002533
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002534 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002535
2536 if (srcSurf) srcSurf->Release();
2537 if (dstSurf) dstSurf->Release();
2538
2539 if (!result)
2540 return false;
2541 }
2542 }
2543
2544 return result;
2545}
2546
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002547bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002548{
2549 bool result = false;
2550
2551 if (source && dest)
2552 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002553 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2554 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002555 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002556 for (int f = 0; f < 6; f++)
2557 {
2558 for (int i = 0; i < levels; i++)
2559 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002560 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2561 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002562
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002563 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002564
2565 if (srcSurf) srcSurf->Release();
2566 if (dstSurf) dstSurf->Release();
2567
2568 if (!result)
2569 return false;
2570 }
2571 }
2572 }
2573
2574 return result;
2575}
2576
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002577bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2578{
2579 // 3D textures are not available in the D3D9 backend.
2580 UNREACHABLE();
2581 return false;
2582}
2583
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002584bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2585{
2586 // 2D array textures are not supported by the D3D9 backend.
2587 UNREACHABLE();
2588 return false;
2589}
2590
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002591D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002592{
2593 if (mD3d9Ex != NULL)
2594 {
2595 return D3DPOOL_DEFAULT;
2596 }
2597 else
2598 {
2599 if (!(usage & D3DUSAGE_DYNAMIC))
2600 {
2601 return D3DPOOL_MANAGED;
2602 }
2603 }
2604
2605 return D3DPOOL_DEFAULT;
2606}
2607
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002608bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002609 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002610{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002611 RECT rect;
2612 rect.left = sourceRect.x;
2613 rect.top = sourceRect.y;
2614 rect.right = sourceRect.x + sourceRect.width;
2615 rect.bottom = sourceRect.y + sourceRect.height;
2616
2617 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002618}
2619
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002620bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002621 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002622{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002623 RECT rect;
2624 rect.left = sourceRect.x;
2625 rect.top = sourceRect.y;
2626 rect.right = sourceRect.x + sourceRect.width;
2627 rect.bottom = sourceRect.y + sourceRect.height;
2628
2629 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002630}
2631
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002632bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2633 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2634{
2635 // 3D textures are not available in the D3D9 backend.
2636 UNREACHABLE();
2637 return false;
2638}
2639
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002640bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2641 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2642{
2643 // 2D array textures are not available in the D3D9 backend.
2644 UNREACHABLE();
2645 return false;
2646}
2647
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002648bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002649 bool blitRenderTarget, bool blitDepthStencil)
2650{
2651 endScene();
2652
2653 if (blitRenderTarget)
2654 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002655 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2656 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002657 RenderTarget9 *readRenderTarget = NULL;
2658 RenderTarget9 *drawRenderTarget = NULL;
2659 IDirect3DSurface9* readSurface = NULL;
2660 IDirect3DSurface9* drawSurface = NULL;
2661
2662 if (readBuffer)
2663 {
2664 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2665 }
2666 if (drawBuffer)
2667 {
2668 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2669 }
2670
2671 if (readRenderTarget)
2672 {
2673 readSurface = readRenderTarget->getSurface();
2674 }
2675 if (drawRenderTarget)
2676 {
2677 drawSurface = drawRenderTarget->getSurface();
2678 }
2679
2680 if (!readSurface || !drawSurface)
2681 {
2682 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002683 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002684 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002685
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002686 RECT srcRect;
2687 srcRect.left = readRect.x;
2688 srcRect.right = readRect.x + readRect.width;
2689 srcRect.top = readRect.y;
2690 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002691
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002692 RECT dstRect;
2693 dstRect.left = drawRect.x;
2694 dstRect.right = drawRect.x + drawRect.width;
2695 dstRect.top = drawRect.y;
2696 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002697
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002698 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002699
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002700 readSurface->Release();
2701 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002702
2703 if (FAILED(result))
2704 {
2705 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2706 return false;
2707 }
2708 }
2709
2710 if (blitDepthStencil)
2711 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002712 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2713 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2714 RenderTarget9 *readDepthStencil = NULL;
2715 RenderTarget9 *drawDepthStencil = NULL;
2716 IDirect3DSurface9* readSurface = NULL;
2717 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002718
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002719 if (readBuffer)
2720 {
2721 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2722 }
2723 if (drawBuffer)
2724 {
2725 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2726 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002727
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002728 if (readDepthStencil)
2729 {
2730 readSurface = readDepthStencil->getSurface();
2731 }
2732 if (drawDepthStencil)
2733 {
2734 drawSurface = drawDepthStencil->getSurface();
2735 }
2736
2737 if (!readSurface || !drawSurface)
2738 {
2739 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002740 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002741 }
2742
2743 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2744
2745 readSurface->Release();
2746 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002747
2748 if (FAILED(result))
2749 {
2750 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2751 return false;
2752 }
2753 }
2754
2755 return true;
2756}
2757
2758void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2759 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2760{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002761 RenderTarget9 *renderTarget = NULL;
2762 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002763 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002764
2765 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002766 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002767 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2768 }
2769
2770 if (renderTarget)
2771 {
2772 surface = renderTarget->getSurface();
2773 }
2774
2775 if (!surface)
2776 {
2777 // context must be lost
2778 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002779 }
2780
2781 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002782 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002783
2784 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2785 {
2786 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002787 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002788 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002789 }
2790
2791 HRESULT result;
2792 IDirect3DSurface9 *systemSurface = NULL;
2793 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2794 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2795 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2796 if (directToPixels)
2797 {
2798 // Use the pixels ptr as a shared handle to write directly into client's memory
2799 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2800 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2801 if (FAILED(result))
2802 {
2803 // Try again without the shared handle
2804 directToPixels = false;
2805 }
2806 }
2807
2808 if (!directToPixels)
2809 {
2810 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2811 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2812 if (FAILED(result))
2813 {
2814 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002815 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002816 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002817 }
2818 }
2819
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002820 result = mDevice->GetRenderTargetData(surface, systemSurface);
2821 surface->Release();
2822 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002823
2824 if (FAILED(result))
2825 {
2826 systemSurface->Release();
2827
2828 // It turns out that D3D will sometimes produce more error
2829 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002830 if (d3d9::isDeviceLostError(result))
2831 {
2832 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002833 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002834 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002835 else
2836 {
2837 UNREACHABLE();
2838 return;
2839 }
2840
2841 }
2842
2843 if (directToPixels)
2844 {
2845 systemSurface->Release();
2846 return;
2847 }
2848
2849 RECT rect;
2850 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2851 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2852 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2853 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2854
2855 D3DLOCKED_RECT lock;
2856 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2857
2858 if (FAILED(result))
2859 {
2860 UNREACHABLE();
2861 systemSurface->Release();
2862
2863 return; // No sensible error to generate
2864 }
2865
2866 unsigned char *dest = (unsigned char*)pixels;
2867 unsigned short *dest16 = (unsigned short*)pixels;
2868
2869 unsigned char *source;
2870 int inputPitch;
2871 if (packReverseRowOrder)
2872 {
2873 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2874 inputPitch = -lock.Pitch;
2875 }
2876 else
2877 {
2878 source = (unsigned char*)lock.pBits;
2879 inputPitch = lock.Pitch;
2880 }
2881
2882 unsigned int fastPixelSize = 0;
2883
2884 if (desc.Format == D3DFMT_A8R8G8B8 &&
2885 format == GL_BGRA_EXT &&
2886 type == GL_UNSIGNED_BYTE)
2887 {
2888 fastPixelSize = 4;
2889 }
2890 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2891 format == GL_BGRA_EXT &&
2892 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2893 (desc.Format == D3DFMT_A1R5G5B5 &&
2894 format == GL_BGRA_EXT &&
2895 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2896 {
2897 fastPixelSize = 2;
2898 }
2899 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2900 format == GL_RGBA &&
2901 type == GL_HALF_FLOAT_OES)
2902 {
2903 fastPixelSize = 8;
2904 }
2905 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2906 format == GL_RGBA &&
2907 type == GL_FLOAT)
2908 {
2909 fastPixelSize = 16;
2910 }
2911
2912 for (int j = 0; j < rect.bottom - rect.top; j++)
2913 {
2914 if (fastPixelSize != 0)
2915 {
2916 // Fast path for formats which require no translation:
2917 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2918 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2919 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2920 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2921 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2922 //
2923 // Note that buffers with no alpha go through the slow path below.
2924 memcpy(dest + j * outputPitch,
2925 source + j * inputPitch,
2926 (rect.right - rect.left) * fastPixelSize);
2927 continue;
2928 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00002929 else if (desc.Format == D3DFMT_A8R8G8B8 &&
2930 format == GL_RGBA &&
2931 type == GL_UNSIGNED_BYTE)
2932 {
2933 // Fast path for swapping red with blue
2934 for (int i = 0; i < rect.right - rect.left; i++)
2935 {
2936 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2937 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
2938 (argb & 0xFF00FF00) | // Keep alpha and green
2939 (argb & 0x00FF0000) >> 16 | // Move red to blue
2940 (argb & 0x000000FF) << 16; // Move blue to red
2941 }
2942 continue;
2943 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002944
2945 for (int i = 0; i < rect.right - rect.left; i++)
2946 {
2947 float r;
2948 float g;
2949 float b;
2950 float a;
2951
2952 switch (desc.Format)
2953 {
2954 case D3DFMT_R5G6B5:
2955 {
2956 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2957
2958 a = 1.0f;
2959 b = (rgb & 0x001F) * (1.0f / 0x001F);
2960 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2961 r = (rgb & 0xF800) * (1.0f / 0xF800);
2962 }
2963 break;
2964 case D3DFMT_A1R5G5B5:
2965 {
2966 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2967
2968 a = (argb & 0x8000) ? 1.0f : 0.0f;
2969 b = (argb & 0x001F) * (1.0f / 0x001F);
2970 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2971 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2972 }
2973 break;
2974 case D3DFMT_A8R8G8B8:
2975 {
2976 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2977
2978 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2979 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2980 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2981 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2982 }
2983 break;
2984 case D3DFMT_X8R8G8B8:
2985 {
2986 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2987
2988 a = 1.0f;
2989 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2990 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2991 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2992 }
2993 break;
2994 case D3DFMT_A2R10G10B10:
2995 {
2996 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2997
2998 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2999 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
3000 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
3001 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
3002 }
3003 break;
3004 case D3DFMT_A32B32G32R32F:
3005 {
3006 // float formats in D3D are stored rgba, rather than the other way round
3007 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
3008 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
3009 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
3010 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
3011 }
3012 break;
3013 case D3DFMT_A16B16G16R16F:
3014 {
3015 // float formats in D3D are stored rgba, rather than the other way round
3016 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
3017 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
3018 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
3019 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
3020 }
3021 break;
3022 default:
3023 UNIMPLEMENTED(); // FIXME
3024 UNREACHABLE();
3025 return;
3026 }
3027
3028 switch (format)
3029 {
3030 case GL_RGBA:
3031 switch (type)
3032 {
3033 case GL_UNSIGNED_BYTE:
3034 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3035 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3036 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3037 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3038 break;
3039 default: UNREACHABLE();
3040 }
3041 break;
3042 case GL_BGRA_EXT:
3043 switch (type)
3044 {
3045 case GL_UNSIGNED_BYTE:
3046 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
3047 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3048 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
3049 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3050 break;
3051 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3052 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3053 // this type is packed as follows:
3054 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3055 // --------------------------------------------------------------------------------
3056 // | 4th | 3rd | 2nd | 1st component |
3057 // --------------------------------------------------------------------------------
3058 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3059 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3060 ((unsigned short)(15 * a + 0.5f) << 12)|
3061 ((unsigned short)(15 * r + 0.5f) << 8) |
3062 ((unsigned short)(15 * g + 0.5f) << 4) |
3063 ((unsigned short)(15 * b + 0.5f) << 0);
3064 break;
3065 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3066 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3067 // this type is packed as follows:
3068 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3069 // --------------------------------------------------------------------------------
3070 // | 4th | 3rd | 2nd | 1st component |
3071 // --------------------------------------------------------------------------------
3072 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3073 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3074 ((unsigned short)( a + 0.5f) << 15) |
3075 ((unsigned short)(31 * r + 0.5f) << 10) |
3076 ((unsigned short)(31 * g + 0.5f) << 5) |
3077 ((unsigned short)(31 * b + 0.5f) << 0);
3078 break;
3079 default: UNREACHABLE();
3080 }
3081 break;
3082 case GL_RGB:
3083 switch (type)
3084 {
3085 case GL_UNSIGNED_SHORT_5_6_5:
3086 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3087 ((unsigned short)(31 * b + 0.5f) << 0) |
3088 ((unsigned short)(63 * g + 0.5f) << 5) |
3089 ((unsigned short)(31 * r + 0.5f) << 11);
3090 break;
3091 case GL_UNSIGNED_BYTE:
3092 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3093 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3094 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3095 break;
3096 default: UNREACHABLE();
3097 }
3098 break;
3099 default: UNREACHABLE();
3100 }
3101 }
3102 }
3103
3104 systemSurface->UnlockRect();
3105
3106 systemSurface->Release();
3107}
3108
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003109RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3110{
3111 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3112 IDirect3DSurface9 *surface = NULL;
3113 if (depth)
3114 {
3115 surface = swapChain9->getDepthStencil();
3116 }
3117 else
3118 {
3119 surface = swapChain9->getRenderTarget();
3120 }
3121
3122 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3123
3124 return renderTarget;
3125}
3126
3127RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3128{
3129 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3130 return renderTarget;
3131}
3132
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003133ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003134{
3135 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003136
3137 switch (type)
3138 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003139 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003140 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003141 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003142 if (vshader)
3143 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003144 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003145 }
3146 }
3147 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003148 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003149 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003150 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003151 if (pshader)
3152 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003153 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003154 }
3155 }
3156 break;
3157 default:
3158 UNREACHABLE();
3159 break;
3160 }
3161
3162 return executable;
3163}
3164
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003165ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003166{
3167 const char *profile = NULL;
3168
3169 switch (type)
3170 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003171 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003172 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3173 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003174 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003175 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3176 break;
3177 default:
3178 UNREACHABLE();
3179 return NULL;
3180 }
3181
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003182 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003183 if (!binary)
3184 return NULL;
3185
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003186 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003187 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003188
3189 return executable;
3190}
3191
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003192bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3193{
3194 return mBlit->boxFilter(source, dest);
3195}
3196
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003197D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003198{
3199 if (mD3d9Ex != NULL)
3200 {
3201 return D3DPOOL_DEFAULT;
3202 }
3203 else
3204 {
3205 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3206 {
3207 return D3DPOOL_MANAGED;
3208 }
3209 }
3210
3211 return D3DPOOL_DEFAULT;
3212}
3213
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003214bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3215{
3216 if (source && dest)
3217 {
3218 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003219
3220 if (fromManaged)
3221 {
3222 D3DSURFACE_DESC desc;
3223 source->GetDesc(&desc);
3224
3225 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003226 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003227
3228 if (SUCCEEDED(result))
3229 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003230 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003231 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003232 surf->Release();
3233 }
3234 }
3235 else
3236 {
3237 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003238 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003239 }
3240
3241 if (FAILED(result))
3242 {
3243 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3244 return false;
3245 }
3246 }
3247
3248 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003249}
3250
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003251Image *Renderer9::createImage()
3252{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003253 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003254}
3255
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003256void Renderer9::generateMipmap(Image *dest, Image *src)
3257{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003258 Image9 *src9 = Image9::makeImage9(src);
3259 Image9 *dst9 = Image9::makeImage9(dest);
3260 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003261}
3262
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003263TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3264{
3265 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3266 return new TextureStorage9_2D(this, swapChain9);
3267}
3268
3269TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3270{
3271 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3272}
3273
3274TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3275{
3276 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3277}
3278
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003279TextureStorage *Renderer9::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3280{
3281 // 3D textures are not supported by the D3D9 backend.
3282 UNREACHABLE();
3283
3284 return NULL;
3285}
3286
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003287TextureStorage *Renderer9::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3288{
3289 // 2D array textures are not supported by the D3D9 backend.
3290 UNREACHABLE();
3291
3292 return NULL;
3293}
3294
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003295}