blob: 49954acd8e9aba38f31b9eb2fb7e613fd304d3fc [file] [log] [blame]
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"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000019#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000020#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000021#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000022#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000023#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000024#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000025#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000026#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000027#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000028#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000029#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000030
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000031#include "libEGL/Display.h"
32
daniel@transgaming.com621ce052012-10-31 17:52:29 +000033// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
34#define REF_RAST 0
35
36// The "Debug This Pixel..." feature in PIX often fails when using the
37// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
38// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
39#if !defined(ANGLE_ENABLE_D3D9EX)
40// Enables use of the IDirect3D9Ex interface, when available
41#define ANGLE_ENABLE_D3D9EX 1
42#endif // !defined(ANGLE_ENABLE_D3D9EX)
43
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000044#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
45#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
46#endif
47
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000048namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000049{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000050static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000051 {
52 D3DFMT_A1R5G5B5,
53 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
54 D3DFMT_A8R8G8B8,
55 D3DFMT_R5G6B5,
56 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
57 D3DFMT_X8R8G8B8
58 };
59
daniel@transgaming.com222ee082012-11-28 19:31:49 +000060static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000061 {
62 D3DFMT_UNKNOWN,
63 // D3DFMT_D16_LOCKABLE,
64 D3DFMT_D32,
65 // D3DFMT_D15S1,
66 D3DFMT_D24S8,
67 D3DFMT_D24X8,
68 // D3DFMT_D24X4S4,
69 D3DFMT_D16,
70 // D3DFMT_D32F_LOCKABLE,
71 // D3DFMT_D24FS8
72 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000073
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000074enum
75{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000076 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
77 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
78 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
79 MAX_VARYING_VECTORS_SM2 = 8,
80 MAX_VARYING_VECTORS_SM3 = 10,
81
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000082 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
83};
84
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000085Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000086{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000087 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000088
89 mD3d9 = NULL;
90 mD3d9Ex = NULL;
91 mDevice = NULL;
92 mDeviceEx = NULL;
93 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000094 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000095
96 mAdapter = D3DADAPTER_DEFAULT;
97
98 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
99 mDeviceType = D3DDEVTYPE_REF;
100 #else
101 mDeviceType = D3DDEVTYPE_HAL;
102 #endif
103
104 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000105
106 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000107
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000108 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000109
110 mVertexDataManager = NULL;
111 mIndexDataManager = NULL;
112 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000113
114 mMaxNullColorbufferLRU = 0;
115 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
116 {
117 mNullColorbufferCache[i].lruCount = 0;
118 mNullColorbufferCache[i].width = 0;
119 mNullColorbufferCache[i].height = 0;
120 mNullColorbufferCache[i].buffer = NULL;
121 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000122}
123
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000124Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000125{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000126 releaseDeviceResources();
127
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000128 if (mDevice)
129 {
130 // 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 +0000131 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000132 {
133 resetDevice();
134 }
135
136 mDevice->Release();
137 mDevice = NULL;
138 }
139
140 if (mDeviceEx)
141 {
142 mDeviceEx->Release();
143 mDeviceEx = NULL;
144 }
145
146 if (mD3d9)
147 {
148 mD3d9->Release();
149 mD3d9 = NULL;
150 }
151
152 if (mDeviceWindow)
153 {
154 DestroyWindow(mDeviceWindow);
155 mDeviceWindow = NULL;
156 }
157
158 if (mD3d9Ex)
159 {
160 mD3d9Ex->Release();
161 mD3d9Ex = NULL;
162 }
163
164 if (mD3d9Module)
165 {
166 mD3d9Module = NULL;
167 }
168
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000169 while (!mMultiSampleSupport.empty())
170 {
171 delete [] mMultiSampleSupport.begin()->second;
172 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
173 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000174}
175
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000176Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
177{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000178 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000179 return static_cast<rx::Renderer9*>(renderer);
180}
181
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000182EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000183{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000184 if (!initializeCompiler())
185 {
186 return EGL_NOT_INITIALIZED;
187 }
188
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000189 if (mSoftwareDevice)
190 {
191 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
192 }
193 else
194 {
195 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
196 }
197
198 if (mD3d9Module == NULL)
199 {
200 ERR("No D3D9 module found - aborting!\n");
201 return EGL_NOT_INITIALIZED;
202 }
203
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000204 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
205 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
206
207 // Use Direct3D9Ex if available. Among other things, this version is less
208 // inclined to report a lost context, for example when the user switches
209 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
210 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
211 {
212 ASSERT(mD3d9Ex);
213 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
214 ASSERT(mD3d9);
215 }
216 else
217 {
218 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
219 }
220
221 if (!mD3d9)
222 {
223 ERR("Could not create D3D9 device - aborting!\n");
224 return EGL_NOT_INITIALIZED;
225 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000226
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000227 if (mDc != NULL)
228 {
229 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
230 }
231
232 HRESULT result;
233
234 // Give up on getting device caps after about one second.
235 for (int i = 0; i < 10; ++i)
236 {
237 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
238 if (SUCCEEDED(result))
239 {
240 break;
241 }
242 else if (result == D3DERR_NOTAVAILABLE)
243 {
244 Sleep(100); // Give the driver some time to initialize/recover
245 }
246 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
247 {
248 ERR("failed to get device caps (0x%x)\n", result);
249 return EGL_NOT_INITIALIZED;
250 }
251 }
252
253 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
254 {
255 ERR("Renderer does not support PS 2.0. aborting!\n");
256 return EGL_NOT_INITIALIZED;
257 }
258
259 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
260 // This is required by Texture2D::convertToRenderTarget.
261 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
262 {
263 ERR("Renderer does not support stretctrect from textures!\n");
264 return EGL_NOT_INITIALIZED;
265 }
266
267 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
268
269 // ATI cards on XP have problems with non-power-of-two textures.
270 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
271 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
272 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
273 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
274
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000275 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
276 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
277
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000278 mMinSwapInterval = 4;
279 mMaxSwapInterval = 0;
280
281 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
282 {
283 mMinSwapInterval = std::min(mMinSwapInterval, 0);
284 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
285 }
286 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
287 {
288 mMinSwapInterval = std::min(mMinSwapInterval, 1);
289 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
290 }
291 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
292 {
293 mMinSwapInterval = std::min(mMinSwapInterval, 2);
294 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
295 }
296 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
297 {
298 mMinSwapInterval = std::min(mMinSwapInterval, 3);
299 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
300 }
301 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
302 {
303 mMinSwapInterval = std::min(mMinSwapInterval, 4);
304 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
305 }
306
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000307 int max = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000308 for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000309 {
310 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000311 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
312 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000313
314 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
315 {
316 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
317 {
318 max = j;
319 }
320 }
321 }
322
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000323 for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000324 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000325 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000326 continue;
327
328 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000329 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
330 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000331
332 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
333 {
334 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
335 {
336 max = j;
337 }
338 }
339 }
340
341 mMaxSupportedSamples = max;
342
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000343 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
344 static const TCHAR className[] = TEXT("STATIC");
345
346 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
347
348 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
349 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
350
351 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
352 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
353 {
354 return EGL_BAD_ALLOC;
355 }
356
357 if (FAILED(result))
358 {
359 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
360
361 if (FAILED(result))
362 {
363 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
364 return EGL_BAD_ALLOC;
365 }
366 }
367
368 if (mD3d9Ex)
369 {
370 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
371 ASSERT(SUCCEEDED(result));
372 }
373
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000374 mVertexShaderCache.initialize(mDevice);
375 mPixelShaderCache.initialize(mDevice);
376
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000377 // Check occlusion query support
378 IDirect3DQuery9 *occlusionQuery = NULL;
379 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
380 {
381 occlusionQuery->Release();
382 mOcclusionQuerySupport = true;
383 }
384 else
385 {
386 mOcclusionQuerySupport = false;
387 }
388
389 // Check event query support
390 IDirect3DQuery9 *eventQuery = NULL;
391 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
392 {
393 eventQuery->Release();
394 mEventQuerySupport = true;
395 }
396 else
397 {
398 mEventQuerySupport = false;
399 }
400
401 D3DDISPLAYMODE currentDisplayMode;
402 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
403
404 // Check vertex texture support
405 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
406 // We test this using D3D9 by checking support for the R16F format.
407 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
408 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
409 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
410
411 // Check depth texture support
412 // we use INTZ for depth textures in Direct3D9
413 // we also want NULL texture support to ensure the we can make depth-only FBOs
414 // see http://aras-p.info/texts/D3D9GPUHacks.html
415 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
416 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
417 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
418 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
419
420 // Check 32 bit floating point texture support
421 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
422 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
423 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
424 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
425
426 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
427 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
428 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
429 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
430
431 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
432 {
433 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
434 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
435 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
436 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
437 }
438 else
439 {
440 mFloat32TextureSupport = true;
441 }
442
443 // Check 16 bit floating point texture support
444 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
445 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
446 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
447 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
448
449 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
450 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
451 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
452 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
453
454 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
455 {
456 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
457 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
458 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
459 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
460 }
461 else
462 {
463 mFloat16TextureSupport = true;
464 }
465
466 // Check DXT texture support
467 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
468 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
469 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
470
471 // Check luminance[alpha] texture support
472 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
473 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
474
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000475 initializeDevice();
476
477 return EGL_SUCCESS;
478}
479
480// do any one-time device initialization
481// NOTE: this is also needed after a device lost/reset
482// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000483void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000484{
485 // Permanent non-default states
486 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
487 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
488
489 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
490 {
491 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
492 }
493 else
494 {
495 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
496 }
497
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000498 markAllStateDirty();
499
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000500 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000501
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000502 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000503 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000504 mVertexDataManager = new rx::VertexDataManager(this);
505 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000506}
507
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000508D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000509{
510 D3DPRESENT_PARAMETERS presentParameters = {0};
511
512 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
513 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
514 presentParameters.BackBufferCount = 1;
515 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
516 presentParameters.BackBufferWidth = 1;
517 presentParameters.BackBufferHeight = 1;
518 presentParameters.EnableAutoDepthStencil = FALSE;
519 presentParameters.Flags = 0;
520 presentParameters.hDeviceWindow = mDeviceWindow;
521 presentParameters.MultiSampleQuality = 0;
522 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
523 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
524 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
525 presentParameters.Windowed = TRUE;
526
527 return presentParameters;
528}
529
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000530int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000531{
532 D3DDISPLAYMODE currentDisplayMode;
533 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
534
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000535 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
536 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000537 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
538 int numConfigs = 0;
539
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000540 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000541 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000542 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000543
544 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
545
546 if (SUCCEEDED(result))
547 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000548 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000549 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000550 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000551 HRESULT result = D3D_OK;
552
553 if(depthStencilFormat != D3DFMT_UNKNOWN)
554 {
555 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
556 }
557
558 if (SUCCEEDED(result))
559 {
560 if(depthStencilFormat != D3DFMT_UNKNOWN)
561 {
562 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
563 }
564
565 if (SUCCEEDED(result))
566 {
567 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000568 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
569 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000570 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
571 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
572
573 (*configDescList)[numConfigs++] = newConfig;
574 }
575 }
576 }
577 }
578 }
579
580 return numConfigs;
581}
582
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000583void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000584{
585 delete [] (configDescList);
586}
587
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000588void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000589{
590 if (!mSceneStarted)
591 {
592 long result = mDevice->BeginScene();
593 if (SUCCEEDED(result)) {
594 // This is defensive checking against the device being
595 // lost at unexpected times.
596 mSceneStarted = true;
597 }
598 }
599}
600
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000601void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000602{
603 if (mSceneStarted)
604 {
605 // EndScene can fail if the device was lost, for example due
606 // to a TDR during a draw call.
607 mDevice->EndScene();
608 mSceneStarted = false;
609 }
610}
611
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000612void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000613{
614 HRESULT result;
615
616 IDirect3DQuery9* query = allocateEventQuery();
617 if (!query)
618 {
619 return;
620 }
621
622 result = query->Issue(D3DISSUE_END);
623 ASSERT(SUCCEEDED(result));
624
625 do
626 {
627 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
628
629 if(block && result == S_FALSE)
630 {
631 // Keep polling, but allow other threads to do something useful first
632 Sleep(0);
633 // explicitly check for device loss
634 // some drivers seem to return S_FALSE even if the device is lost
635 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000636 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000637 {
638 result = D3DERR_DEVICELOST;
639 }
640 }
641 }
642 while(block && result == S_FALSE);
643
644 freeEventQuery(query);
645
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000646 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000647 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000648 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000649 }
650}
651
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000652SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
653{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000654 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000655}
656
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000657IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000658{
659 IDirect3DQuery9 *query = NULL;
660
661 if (mEventQueryPool.empty())
662 {
663 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
664 ASSERT(SUCCEEDED(result));
665 }
666 else
667 {
668 query = mEventQueryPool.back();
669 mEventQueryPool.pop_back();
670 }
671
672 return query;
673}
674
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000675void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000676{
677 if (mEventQueryPool.size() > 1000)
678 {
679 query->Release();
680 }
681 else
682 {
683 mEventQueryPool.push_back(query);
684 }
685}
686
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000687IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000688{
689 return mVertexShaderCache.create(function, length);
690}
691
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000692IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000693{
694 return mPixelShaderCache.create(function, length);
695}
696
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000697HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
698{
699 D3DPOOL Pool = getBufferPool(Usage);
700 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
701}
702
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000703VertexBuffer *Renderer9::createVertexBuffer()
704{
705 return new VertexBuffer9(this);
706}
707
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000708HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
709{
710 D3DPOOL Pool = getBufferPool(Usage);
711 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
712}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000713
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000714IndexBuffer *Renderer9::createIndexBuffer()
715{
716 return new IndexBuffer9(this);
717}
718
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000719BufferStorage *Renderer9::createBufferStorage()
720{
721 return new BufferStorage9();
722}
723
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000724QueryImpl *Renderer9::createQuery(GLenum type)
725{
726 return new Query9(this, type);
727}
728
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000729FenceImpl *Renderer9::createFence()
730{
731 return new Fence9(this);
732}
733
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000734void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000735{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000736 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
737 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000738
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000739 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000740 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000741 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
742 int d3dSampler = index + d3dSamplerOffset;
743
744 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
745 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
746
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
748 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
749 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
751 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
752 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
753 if (mSupportsTextureFilterAnisotropy)
754 {
755 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
756 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000757 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000758
759 forceSetSamplers[index] = false;
760 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000761}
762
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000763void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000764{
765 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
766 int d3dSampler = index + d3dSamplerOffset;
767 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000768 unsigned int serial = 0;
769 bool forceSetTexture = false;
770
771 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000772
773 if (texture)
774 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000775 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000776 if (texStorage)
777 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000778 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000779 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000780 }
781 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000782 // in the texture class and we're unexpectedly missing the d3d texture
783 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000784
785 serial = texture->getTextureSerial();
786 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000787 }
788
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000789 if (forceSetTexture || appliedSerials[index] != serial)
790 {
791 mDevice->SetTexture(d3dSampler, d3dTexture);
792 }
793
794 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000795}
796
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000797void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000798{
799 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000800
801 if (rasterStateChanged)
802 {
803 // Set the cull mode
804 if (rasterState.cullFace)
805 {
806 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
807 }
808 else
809 {
810 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
811 }
812
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000813 if (rasterState.polygonOffsetFill)
814 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000815 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816 {
817 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
818
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000819 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000820 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
821 }
822 }
823 else
824 {
825 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
826 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
827 }
828
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000829 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000830 }
831
832 mForceSetRasterState = false;
833}
834
835void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
836{
837 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
838 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
839 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
840
841 if (blendStateChanged || blendColorChanged)
842 {
843 if (blendState.blend)
844 {
845 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
846
847 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
848 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
849 {
850 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
851 }
852 else
853 {
854 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
855 gl::unorm<8>(blendColor.alpha),
856 gl::unorm<8>(blendColor.alpha),
857 gl::unorm<8>(blendColor.alpha)));
858 }
859
860 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
861 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
862 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
863
864 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
865 blendState.destBlendRGB != blendState.destBlendAlpha ||
866 blendState.blendEquationRGB != blendState.blendEquationAlpha)
867 {
868 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
869
870 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
871 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
872 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
873 }
874 else
875 {
876 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
877 }
878 }
879 else
880 {
881 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
882 }
883
884 if (blendState.sampleAlphaToCoverage)
885 {
886 FIXME("Sample alpha to coverage is unimplemented.");
887 }
888
889 // Set the color mask
890 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
891 // Apparently some ATI cards have a bug where a draw with a zero color
892 // write mask can cause later draws to have incorrect results. Instead,
893 // set a nonzero color write mask but modify the blend state so that no
894 // drawing is done.
895 // http://code.google.com/p/angleproject/issues/detail?id=169
896
897 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
898 blendState.colorMaskBlue, blendState.colorMaskAlpha);
899 if (colorMask == 0 && !zeroColorMaskAllowed)
900 {
901 // Enable green channel, but set blending so nothing will be drawn.
902 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
903 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
904
905 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
906 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
907 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
908 }
909 else
910 {
911 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
912 }
913
914 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
915
916 mCurBlendState = blendState;
917 mCurBlendColor = blendColor;
918 }
919
920 if (sampleMaskChanged)
921 {
922 // Set the multisample mask
923 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
924 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
925
926 mCurSampleMask = sampleMask;
927 }
928
929 mForceSetBlendState = false;
930}
931
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000932void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000933 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000934{
935 bool depthStencilStateChanged = mForceSetDepthStencilState ||
936 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000937 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
938 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000939 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000940
941 if (depthStencilStateChanged)
942 {
943 if (depthStencilState.depthTest)
944 {
945 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
946 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
947 }
948 else
949 {
950 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
951 }
952
953 mCurDepthStencilState = depthStencilState;
954 }
955
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000956 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000957 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000958 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000959 {
960 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
961 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
962
963 // FIXME: Unsupported by D3D9
964 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
965 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
966 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
967 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000968 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000969 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
970 {
971 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 +0000972 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000973 }
974
975 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000976 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000977
978 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
979 depthStencilState.stencilWritemask);
980 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
981 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
982
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000984 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000985 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
986 depthStencilState.stencilMask);
987
988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
989 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
990 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
991 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
992 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
993 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
994
995 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
996 depthStencilState.stencilBackWritemask);
997 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
998 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
999
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001001 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001002 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1003 depthStencilState.stencilBackMask);
1004
1005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1006 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1007 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1008 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1009 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1010 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1011 }
1012 else
1013 {
1014 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1015 }
1016
1017 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1018
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001019 mCurStencilRef = stencilRef;
1020 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001021 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001022 }
1023
1024 mForceSetDepthStencilState = false;
1025}
1026
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001027void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001028{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001029 bool scissorChanged = mForceSetScissor ||
1030 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1031 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001032
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001033 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001034 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001035 if (enabled)
1036 {
1037 RECT rect;
1038 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1039 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1040 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1041 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1042 mDevice->SetScissorRect(&rect);
1043 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001044
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001045 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1046
1047 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001048 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049 }
1050
1051 mForceSetScissor = false;
1052}
1053
daniel@transgaming.com12985182012-12-20 20:56:31 +00001054bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001055 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001056{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001057 gl::Rectangle actualViewport = viewport;
1058 float actualZNear = gl::clamp01(zNear);
1059 float actualZFar = gl::clamp01(zFar);
1060 if (ignoreViewport)
1061 {
1062 actualViewport.x = 0;
1063 actualViewport.y = 0;
1064 actualViewport.width = mRenderTargetDesc.width;
1065 actualViewport.height = mRenderTargetDesc.height;
1066 actualZNear = 0.0f;
1067 actualZFar = 1.0f;
1068 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001069
1070 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001071 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1072 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1073 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1074 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1075 dxViewport.MinZ = actualZNear;
1076 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001077
1078 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1079 {
1080 return false; // Nothing to render
1081 }
1082
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001083 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1084 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001085 if (viewportChanged)
1086 {
1087 mDevice->SetViewport(&dxViewport);
1088
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001089 mCurViewport = actualViewport;
1090 mCurNear = actualZNear;
1091 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001092
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001093 dx_VertexConstants vc = {0};
1094 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001095
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001096 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1097 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1098 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1099 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001100
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001101 pc.viewCoords[0] = actualViewport.width * 0.5f;
1102 pc.viewCoords[1] = actualViewport.height * 0.5f;
1103 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1104 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001105
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001106 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1107 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1108 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1109
1110 vc.depthRange[0] = actualZNear;
1111 vc.depthRange[1] = actualZFar;
1112 vc.depthRange[2] = actualZFar - actualZNear;
1113
1114 pc.depthRange[0] = actualZNear;
1115 pc.depthRange[1] = actualZFar;
1116 pc.depthRange[2] = actualZFar - actualZNear;
1117
1118 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1119 {
1120 mVertexConstants = vc;
1121 mDxUniformsDirty = true;
1122 }
1123
1124 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1125 {
1126 mPixelConstants = pc;
1127 mDxUniformsDirty = true;
1128 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001129 }
1130
1131 mForceSetViewport = false;
1132 return true;
1133}
1134
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001135bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1136{
1137 switch (mode)
1138 {
1139 case GL_POINTS:
1140 mPrimitiveType = D3DPT_POINTLIST;
1141 mPrimitiveCount = count;
1142 break;
1143 case GL_LINES:
1144 mPrimitiveType = D3DPT_LINELIST;
1145 mPrimitiveCount = count / 2;
1146 break;
1147 case GL_LINE_LOOP:
1148 mPrimitiveType = D3DPT_LINESTRIP;
1149 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1150 break;
1151 case GL_LINE_STRIP:
1152 mPrimitiveType = D3DPT_LINESTRIP;
1153 mPrimitiveCount = count - 1;
1154 break;
1155 case GL_TRIANGLES:
1156 mPrimitiveType = D3DPT_TRIANGLELIST;
1157 mPrimitiveCount = count / 3;
1158 break;
1159 case GL_TRIANGLE_STRIP:
1160 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1161 mPrimitiveCount = count - 2;
1162 break;
1163 case GL_TRIANGLE_FAN:
1164 mPrimitiveType = D3DPT_TRIANGLEFAN;
1165 mPrimitiveCount = count - 2;
1166 break;
1167 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001168 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001169 }
1170
1171 return mPrimitiveCount > 0;
1172}
1173
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001174
1175gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1176{
1177 if (!depthbuffer)
1178 {
1179 ERR("Unexpected null depthbuffer for depth-only FBO.");
1180 return NULL;
1181 }
1182
1183 GLsizei width = depthbuffer->getWidth();
1184 GLsizei height = depthbuffer->getHeight();
1185
1186 // search cached nullcolorbuffers
1187 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1188 {
1189 if (mNullColorbufferCache[i].buffer != NULL &&
1190 mNullColorbufferCache[i].width == width &&
1191 mNullColorbufferCache[i].height == height)
1192 {
1193 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1194 return mNullColorbufferCache[i].buffer;
1195 }
1196 }
1197
1198 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1199
1200 // add nullbuffer to the cache
1201 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1202 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1203 {
1204 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1205 {
1206 oldest = &mNullColorbufferCache[i];
1207 }
1208 }
1209
1210 delete oldest->buffer;
1211 oldest->buffer = nullbuffer;
1212 oldest->lruCount = ++mMaxNullColorbufferLRU;
1213 oldest->width = width;
1214 oldest->height = height;
1215
1216 return nullbuffer;
1217}
1218
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001219bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001220{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001221 // if there is no color attachment we must synthesize a NULL colorattachment
1222 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1223 gl::Renderbuffer *renderbufferObject = NULL;
1224 if (framebuffer->getColorbufferType() != GL_NONE)
1225 {
1226 renderbufferObject = framebuffer->getColorbuffer();
1227 }
1228 else
1229 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001230 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001231 }
1232 if (!renderbufferObject)
1233 {
1234 ERR("unable to locate renderbuffer for FBO.");
1235 return false;
1236 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001237
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001238 bool renderTargetChanged = false;
1239 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1240 if (renderTargetSerial != mAppliedRenderTargetSerial)
1241 {
1242 // Apply the render target on the device
1243 IDirect3DSurface9 *renderTargetSurface = NULL;
1244
1245 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1246 if (renderTarget)
1247 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001248 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001249 }
1250
1251 if (!renderTargetSurface)
1252 {
1253 ERR("render target pointer unexpectedly null.");
1254 return false; // Context must be lost
1255 }
1256
1257 mDevice->SetRenderTarget(0, renderTargetSurface);
1258 renderTargetSurface->Release();
1259
1260 mAppliedRenderTargetSerial = renderTargetSerial;
1261 renderTargetChanged = true;
1262 }
1263
1264 gl::Renderbuffer *depthStencil = NULL;
1265 unsigned int depthbufferSerial = 0;
1266 unsigned int stencilbufferSerial = 0;
1267 if (framebuffer->getDepthbufferType() != GL_NONE)
1268 {
1269 depthStencil = framebuffer->getDepthbuffer();
1270 if (!depthStencil)
1271 {
1272 ERR("Depth stencil pointer unexpectedly null.");
1273 return false;
1274 }
1275
1276 depthbufferSerial = depthStencil->getSerial();
1277 }
1278 else if (framebuffer->getStencilbufferType() != GL_NONE)
1279 {
1280 depthStencil = framebuffer->getStencilbuffer();
1281 if (!depthStencil)
1282 {
1283 ERR("Depth stencil pointer unexpectedly null.");
1284 return false;
1285 }
1286
1287 stencilbufferSerial = depthStencil->getSerial();
1288 }
1289
1290 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1291 stencilbufferSerial != mAppliedStencilbufferSerial ||
1292 !mDepthStencilInitialized)
1293 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001294 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001295 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001296
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001297 // Apply the depth stencil on the device
1298 if (depthStencil)
1299 {
1300 IDirect3DSurface9 *depthStencilSurface = NULL;
1301 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1302
1303 if (depthStencilRenderTarget)
1304 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001305 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001306 }
1307
1308 if (!depthStencilSurface)
1309 {
1310 ERR("depth stencil pointer unexpectedly null.");
1311 return false; // Context must be lost
1312 }
1313
1314 mDevice->SetDepthStencilSurface(depthStencilSurface);
1315 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001316
1317 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001318 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001319 }
1320 else
1321 {
1322 mDevice->SetDepthStencilSurface(NULL);
1323 }
1324
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001325 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1326 {
1327 mCurDepthSize = depthSize;
1328 mForceSetRasterState = true;
1329 }
1330
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001331 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1332 {
1333 mCurStencilSize = stencilSize;
1334 mForceSetDepthStencilState = true;
1335 }
1336
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001337 mAppliedDepthbufferSerial = depthbufferSerial;
1338 mAppliedStencilbufferSerial = stencilbufferSerial;
1339 mDepthStencilInitialized = true;
1340 }
1341
1342 if (renderTargetChanged || !mRenderTargetDescInitialized)
1343 {
1344 mForceSetScissor = true;
1345 mForceSetViewport = true;
1346
1347 mRenderTargetDesc.width = renderbufferObject->getWidth();
1348 mRenderTargetDesc.height = renderbufferObject->getHeight();
1349 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1350 mRenderTargetDescInitialized = true;
1351 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001352
1353 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001354}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001355
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001356GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001357{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001358 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001359 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1360 if (err != GL_NO_ERROR)
1361 {
1362 return err;
1363 }
1364
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001365 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1366}
1367
1368// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001369GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001370{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001371 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001372
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001373 if (err == GL_NO_ERROR)
1374 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001375 // Directly binding the storage buffer is not supported for d3d9
1376 ASSERT(indexInfo->storage == NULL);
1377
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001378 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001379 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001380 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1381
1382 mDevice->SetIndices(indexBuffer->getBuffer());
1383 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001384 }
1385 }
1386
1387 return err;
1388}
1389
1390void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1391{
1392 startScene();
1393
1394 if (mode == GL_LINE_LOOP)
1395 {
1396 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1397 }
1398 else if (instances > 0)
1399 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001400 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001401 if (countingIB)
1402 {
1403 if (mAppliedIBSerial != countingIB->getSerial())
1404 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001405 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1406
1407 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001408 mAppliedIBSerial = countingIB->getSerial();
1409 }
1410
1411 for (int i = 0; i < mRepeatDraw; i++)
1412 {
1413 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1414 }
1415 }
1416 else
1417 {
1418 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001419 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001420 }
1421 }
1422 else // Regular case
1423 {
1424 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1425 }
1426}
1427
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001428void 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 +00001429{
1430 startScene();
1431
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001432 if (mode == GL_POINTS)
1433 {
1434 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1435 }
1436 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001437 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001438 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001439 }
1440 else
1441 {
1442 for (int i = 0; i < mRepeatDraw; i++)
1443 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001444 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1445 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001446 }
1447 }
1448}
1449
1450void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1451{
1452 // Get the raw indices for an indexed draw
1453 if (type != GL_NONE && elementArrayBuffer)
1454 {
1455 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001456 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001457 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001458 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001459 }
1460
1461 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001462
1463 if (get32BitIndexSupport())
1464 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001465 if (!mLineLoopIB)
1466 {
1467 mLineLoopIB = new StreamingIndexBufferInterface(this);
1468 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1469 {
1470 delete mLineLoopIB;
1471 mLineLoopIB = NULL;
1472
1473 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001474 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001475 }
1476 }
1477
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001478 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001479 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001480 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001481 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001482 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001483 }
1484
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001485 void* mappedMemory = NULL;
1486 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1487 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001488 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001489 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001490 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001491 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001492
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001493 startIndex = static_cast<UINT>(offset) / 4;
1494 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1495
1496 switch (type)
1497 {
1498 case GL_NONE: // Non-indexed draw
1499 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001500 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001501 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001502 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001503 data[count] = 0;
1504 break;
1505 case GL_UNSIGNED_BYTE:
1506 for (int i = 0; i < count; i++)
1507 {
1508 data[i] = static_cast<const GLubyte*>(indices)[i];
1509 }
1510 data[count] = static_cast<const GLubyte*>(indices)[0];
1511 break;
1512 case GL_UNSIGNED_SHORT:
1513 for (int i = 0; i < count; i++)
1514 {
1515 data[i] = static_cast<const GLushort*>(indices)[i];
1516 }
1517 data[count] = static_cast<const GLushort*>(indices)[0];
1518 break;
1519 case GL_UNSIGNED_INT:
1520 for (int i = 0; i < count; i++)
1521 {
1522 data[i] = static_cast<const GLuint*>(indices)[i];
1523 }
1524 data[count] = static_cast<const GLuint*>(indices)[0];
1525 break;
1526 default: UNREACHABLE();
1527 }
1528
1529 if (!mLineLoopIB->unmapBuffer())
1530 {
1531 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001532 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001533 }
1534 }
1535 else
1536 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001537 if (!mLineLoopIB)
1538 {
1539 mLineLoopIB = new StreamingIndexBufferInterface(this);
1540 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1541 {
1542 delete mLineLoopIB;
1543 mLineLoopIB = NULL;
1544
1545 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001546 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001547 }
1548 }
1549
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001550 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001551 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001552 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001553 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001554 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001555 }
1556
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001557 void* mappedMemory = NULL;
1558 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1559 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001560 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001561 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001562 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001563 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001564
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001565 startIndex = static_cast<UINT>(offset) / 2;
1566 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1567
1568 switch (type)
1569 {
1570 case GL_NONE: // Non-indexed draw
1571 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001572 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001573 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001574 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001575 data[count] = 0;
1576 break;
1577 case GL_UNSIGNED_BYTE:
1578 for (int i = 0; i < count; i++)
1579 {
1580 data[i] = static_cast<const GLubyte*>(indices)[i];
1581 }
1582 data[count] = static_cast<const GLubyte*>(indices)[0];
1583 break;
1584 case GL_UNSIGNED_SHORT:
1585 for (int i = 0; i < count; i++)
1586 {
1587 data[i] = static_cast<const GLushort*>(indices)[i];
1588 }
1589 data[count] = static_cast<const GLushort*>(indices)[0];
1590 break;
1591 case GL_UNSIGNED_INT:
1592 for (int i = 0; i < count; i++)
1593 {
1594 data[i] = static_cast<const GLuint*>(indices)[i];
1595 }
1596 data[count] = static_cast<const GLuint*>(indices)[0];
1597 break;
1598 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001599 }
1600
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001601 if (!mLineLoopIB->unmapBuffer())
1602 {
1603 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001604 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001605 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001606 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001607
1608 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001609 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001610 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1611
1612 mDevice->SetIndices(indexBuffer->getBuffer());
1613 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001614 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001615
1616 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001617}
1618
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001619template <typename T>
1620static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1621{
1622 for (int i = 0; i < count; i++)
1623 {
1624 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1625 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1626 }
1627}
1628
1629void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1630{
1631 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1632 // for each individual point. This call is not expected to happen often.
1633
1634 if (elementArrayBuffer)
1635 {
1636 BufferStorage *storage = elementArrayBuffer->getStorage();
1637 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1638 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1639 }
1640
1641 switch (type)
1642 {
1643 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1644 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1645 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1646 default: UNREACHABLE();
1647 }
1648}
1649
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001650void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1651{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001652 unsigned int programBinarySerial = programBinary->getSerial();
1653 if (programBinarySerial != mAppliedProgramBinarySerial)
1654 {
1655 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1656 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001657
daniel@transgaming.come4991412012-12-20 20:55:34 +00001658 IDirect3DVertexShader9 *vertexShader = NULL;
1659 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001660
daniel@transgaming.come4991412012-12-20 20:55:34 +00001661 IDirect3DPixelShader9 *pixelShader = NULL;
1662 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001663
daniel@transgaming.come4991412012-12-20 20:55:34 +00001664 mDevice->SetPixelShader(pixelShader);
1665 mDevice->SetVertexShader(vertexShader);
1666 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001667 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001668
1669 mAppliedProgramBinarySerial = programBinarySerial;
1670 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001671}
1672
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001673void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001674{
1675 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1676 {
1677 gl::Uniform *targetUniform = *ub;
1678
1679 if (targetUniform->dirty)
1680 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001681 GLfloat *f = (GLfloat*)targetUniform->data;
1682 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001683
1684 switch (targetUniform->type)
1685 {
1686 case GL_SAMPLER_2D:
1687 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001688 break;
1689 case GL_BOOL:
1690 case GL_BOOL_VEC2:
1691 case GL_BOOL_VEC3:
1692 case GL_BOOL_VEC4:
1693 applyUniformnbv(targetUniform, i);
1694 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001695 case GL_FLOAT:
1696 case GL_FLOAT_VEC2:
1697 case GL_FLOAT_VEC3:
1698 case GL_FLOAT_VEC4:
1699 case GL_FLOAT_MAT2:
1700 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001701 case GL_FLOAT_MAT4:
1702 applyUniformnfv(targetUniform, f);
1703 break;
1704 case GL_INT:
1705 case GL_INT_VEC2:
1706 case GL_INT_VEC3:
1707 case GL_INT_VEC4:
1708 applyUniformniv(targetUniform, i);
1709 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710 default:
1711 UNREACHABLE();
1712 }
1713
1714 targetUniform->dirty = false;
1715 }
1716 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001717
1718 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001719 if (mDxUniformsDirty)
1720 {
1721 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1722 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1723 mDxUniformsDirty = false;
1724 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725}
1726
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001727void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001729 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001731 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001732 }
1733
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001734 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001735 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001736 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001738}
1739
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001740void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001741{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001742 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1743 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001744
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001745 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001746 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001747 vector[i][0] = (GLfloat)v[4 * i + 0];
1748 vector[i][1] = (GLfloat)v[4 * i + 1];
1749 vector[i][2] = (GLfloat)v[4 * i + 2];
1750 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001751 }
1752
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001753 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001754}
1755
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001756void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001757{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001758 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1759 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001760
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001761 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001762 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001763 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1764 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1765 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1766 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001767 }
1768
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001769 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001770}
1771
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001772void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001773{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001774 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1775 gl::unorm<8>(clearParams.colorClearValue.red),
1776 gl::unorm<8>(clearParams.colorClearValue.green),
1777 gl::unorm<8>(clearParams.colorClearValue.blue));
1778 float depth = gl::clamp01(clearParams.depthClearValue);
1779 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001780
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001781 unsigned int stencilUnmasked = 0x0;
1782 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1783 {
1784 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1785 stencilUnmasked = (0x1 << stencilSize) - 1;
1786 }
1787
1788 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1789
1790 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1791 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1792 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1793 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1794 clearParams.colorMaskBlue && alphaUnmasked);
1795
1796 if (needMaskedColorClear || needMaskedStencilClear)
1797 {
1798 // State which is altered in all paths from this point to the clear call is saved.
1799 // State which is altered in only some paths will be flagged dirty in the case that
1800 // that path is taken.
1801 HRESULT hr;
1802 if (mMaskedClearSavedState == NULL)
1803 {
1804 hr = mDevice->BeginStateBlock();
1805 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1806
1807 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1808 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1809 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1810 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1811 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1812 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1813 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1814 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1815 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1816 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1817 mDevice->SetPixelShader(NULL);
1818 mDevice->SetVertexShader(NULL);
1819 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1820 mDevice->SetStreamSource(0, NULL, 0, 0);
1821 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1822 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1823 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1824 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1825 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1826 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1827 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1828
1829 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1830 {
1831 mDevice->SetStreamSourceFreq(i, 1);
1832 }
1833
1834 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1835 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1836 }
1837
1838 ASSERT(mMaskedClearSavedState != NULL);
1839
1840 if (mMaskedClearSavedState != NULL)
1841 {
1842 hr = mMaskedClearSavedState->Capture();
1843 ASSERT(SUCCEEDED(hr));
1844 }
1845
1846 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1847 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1848 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1849 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1850 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1851 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1852 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1853 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1854
1855 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1856 {
1857 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1858 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1859 clearParams.colorMaskGreen,
1860 clearParams.colorMaskBlue,
1861 clearParams.colorMaskAlpha));
1862 }
1863 else
1864 {
1865 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1866 }
1867
1868 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1869 {
1870 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1871 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1872 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1873 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1874 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1875 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1876 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1877 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1878 }
1879 else
1880 {
1881 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1882 }
1883
1884 mDevice->SetPixelShader(NULL);
1885 mDevice->SetVertexShader(NULL);
1886 mDevice->SetFVF(D3DFVF_XYZRHW);
1887 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1888 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1889 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1890 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1891 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1892 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1893 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1894
1895 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1896 {
1897 mDevice->SetStreamSourceFreq(i, 1);
1898 }
1899
1900 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1901 quad[0][0] = -0.5f;
1902 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1903 quad[0][2] = 0.0f;
1904 quad[0][3] = 1.0f;
1905
1906 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1907 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1908 quad[1][2] = 0.0f;
1909 quad[1][3] = 1.0f;
1910
1911 quad[2][0] = -0.5f;
1912 quad[2][1] = -0.5f;
1913 quad[2][2] = 0.0f;
1914 quad[2][3] = 1.0f;
1915
1916 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1917 quad[3][1] = -0.5f;
1918 quad[3][2] = 0.0f;
1919 quad[3][3] = 1.0f;
1920
1921 startScene();
1922 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1923
1924 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1925 {
1926 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1927 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1928 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1929 }
1930
1931 if (mMaskedClearSavedState != NULL)
1932 {
1933 mMaskedClearSavedState->Apply();
1934 }
1935 }
1936 else if (clearParams.mask)
1937 {
1938 DWORD dxClearFlags = 0;
1939 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1940 {
1941 dxClearFlags |= D3DCLEAR_TARGET;
1942 }
1943 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1944 {
1945 dxClearFlags |= D3DCLEAR_ZBUFFER;
1946 }
1947 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1948 {
1949 dxClearFlags |= D3DCLEAR_STENCIL;
1950 }
1951
1952 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1953 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001954}
1955
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001956void Renderer9::markAllStateDirty()
1957{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001958 mAppliedRenderTargetSerial = 0;
1959 mAppliedDepthbufferSerial = 0;
1960 mAppliedStencilbufferSerial = 0;
1961 mDepthStencilInitialized = false;
1962 mRenderTargetDescInitialized = false;
1963
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001964 mForceSetDepthStencilState = true;
1965 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001966 mForceSetScissor = true;
1967 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001968 mForceSetBlendState = true;
1969
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001970 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001971 {
1972 mForceSetVertexSamplerStates[i] = true;
1973 mCurVertexTextureSerials[i] = 0;
1974 }
1975 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1976 {
1977 mForceSetPixelSamplerStates[i] = true;
1978 mCurPixelTextureSerials[i] = 0;
1979 }
1980
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001981 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001982 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001983 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001984
1985 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001986}
1987
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001988void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001989{
1990 while (!mEventQueryPool.empty())
1991 {
1992 mEventQueryPool.back()->Release();
1993 mEventQueryPool.pop_back();
1994 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001995
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001996 if (mMaskedClearSavedState)
1997 {
1998 mMaskedClearSavedState->Release();
1999 mMaskedClearSavedState = NULL;
2000 }
2001
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002002 mVertexShaderCache.clear();
2003 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002004
daniel@transgaming.come569fc52012-11-28 20:56:02 +00002005 delete mBlit;
2006 mBlit = NULL;
2007
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002008 delete mVertexDataManager;
2009 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00002010
2011 delete mIndexDataManager;
2012 mIndexDataManager = NULL;
2013
2014 delete mLineLoopIB;
2015 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002016
2017 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2018 {
2019 delete mNullColorbufferCache[i].buffer;
2020 mNullColorbufferCache[i].buffer = NULL;
2021 }
2022
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002023}
2024
2025
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002026void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002027{
2028 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002029 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002030}
2031
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002032bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002033{
2034 return mDeviceLost;
2035}
2036
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002037// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002038bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002039{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002040 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002041
2042 if (mDeviceEx)
2043 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002044 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002045 }
2046 else if (mDevice)
2047 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002048 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002049 }
2050 else
2051 {
2052 // No device yet, so no reset required
2053 }
2054
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002055 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2056
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002057 if (isLost)
2058 {
2059 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002060 // we'll probably get this done again by notifyDeviceLost
2061 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002062 // Note that we don't want to clear the device loss status here
2063 // -- this needs to be done by resetDevice
2064 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002065 if (notify)
2066 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002067 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002068 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002069 }
2070
2071 return isLost;
2072}
2073
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002074bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002075{
2076 HRESULT status = D3D_OK;
2077
2078 if (mDeviceEx)
2079 {
2080 status = mDeviceEx->CheckDeviceState(NULL);
2081 }
2082 else if (mDevice)
2083 {
2084 status = mDevice->TestCooperativeLevel();
2085 }
2086
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002087 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2088 // On some systems, they return S_PRESENT_MODE_CHANGED
2089 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002090 switch (status)
2091 {
2092 case D3DERR_DEVICENOTRESET:
2093 case D3DERR_DEVICEHUNG:
2094 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002095 case S_PRESENT_MODE_CHANGED:
2096 case D3DERR_DEVICELOST:
2097 return (mDeviceEx != NULL);
2098 case D3DERR_DEVICEREMOVED:
2099 UNIMPLEMENTED();
2100 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002101 default:
2102 return false;
2103 }
2104}
2105
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002106bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002107{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002108 releaseDeviceResources();
2109
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002110 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2111
2112 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002113 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002114 int attempts = 3;
2115
2116 while (lost && attempts > 0)
2117 {
2118 if (mDeviceEx)
2119 {
2120 Sleep(500); // Give the graphics driver some CPU time
2121 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2122 }
2123 else
2124 {
2125 result = mDevice->TestCooperativeLevel();
2126 while (result == D3DERR_DEVICELOST)
2127 {
2128 Sleep(100); // Give the graphics driver some CPU time
2129 result = mDevice->TestCooperativeLevel();
2130 }
2131
2132 if (result == D3DERR_DEVICENOTRESET)
2133 {
2134 result = mDevice->Reset(&presentParameters);
2135 }
2136 }
2137
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002138 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002139 attempts --;
2140 }
2141
2142 if (FAILED(result))
2143 {
2144 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2145 return false;
2146 }
2147
2148 // reset device defaults
2149 initializeDevice();
2150 mDeviceLost = false;
2151
2152 return true;
2153}
2154
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002155DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002156{
2157 return mAdapterIdentifier.VendorId;
2158}
2159
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002160std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002161{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002162 std::ostringstream rendererString;
2163
2164 rendererString << mAdapterIdentifier.Description;
2165 if (getShareHandleSupport())
2166 {
2167 rendererString << " Direct3D9Ex";
2168 }
2169 else
2170 {
2171 rendererString << " Direct3D9";
2172 }
2173
2174 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2175 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2176
2177 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002178}
2179
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002180GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002181{
2182 return mAdapterIdentifier.DeviceIdentifier;
2183}
2184
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002185void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002186{
2187 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2188 {
2189 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2190 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2191
2192 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2193 }
2194}
2195
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002196bool Renderer9::getBGRATextureSupport() const
2197{
2198 // DirectX 9 always supports BGRA
2199 return true;
2200}
2201
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002202bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002204 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002205}
2206
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002207bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002209 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002210}
2211
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002212bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002213{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002214 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002215}
2216
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002217bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002218{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002219 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002220}
2221
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002222bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002223{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002224 *filtering = mFloat32FilterSupport;
2225 *renderable = mFloat32RenderSupport;
2226 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002227}
2228
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002229bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002230{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002231 *filtering = mFloat16FilterSupport;
2232 *renderable = mFloat16RenderSupport;
2233 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002234}
2235
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002236bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002237{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002238 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002239}
2240
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002241bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002242{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002243 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002244}
2245
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002246bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002247{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002248 return mSupportsTextureFilterAnisotropy;
2249}
2250
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002251float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002252{
2253 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002254 {
2255 return mDeviceCaps.MaxAnisotropy;
2256 }
2257 return 1.0f;
2258}
2259
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002260bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002261{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002262 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002263}
2264
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002265unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002266{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002267 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2268 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002269}
2270
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002271unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2272{
2273 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2274}
2275
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002276unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002277{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002278 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002279}
2280
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002281unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002282{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002283 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002284}
2285
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002286unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002287{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002288 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2289}
2290
2291unsigned int Renderer9::getMaxFragmentUniformVectors() const
2292{
2293 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2294
2295 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2296}
2297
2298unsigned int Renderer9::getMaxVaryingVectors() const
2299{
2300 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002301}
2302
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002303bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002304{
2305 return mSupportsNonPower2Textures;
2306}
2307
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002308bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002309{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002310 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002311}
2312
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002313bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002314{
2315 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2316}
2317
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002318bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002319{
2320 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002321 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002322}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002323
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002324bool Renderer9::getDerivativeInstructionSupport() const
2325{
2326 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2327}
2328
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002329bool Renderer9::getPostSubBufferSupport() const
2330{
2331 return true;
2332}
2333
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002334int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002335{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002336 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002337}
2338
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002339float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002340{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002341 // Point size clamped at 1.0f for SM2
2342 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002343}
2344
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002345int Renderer9::getMaxViewportDimension() const
2346{
2347 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2348 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2349 return maxTextureDimension;
2350}
2351
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002352int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002353{
2354 return (int)mDeviceCaps.MaxTextureWidth;
2355}
2356
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002357int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002358{
2359 return (int)mDeviceCaps.MaxTextureHeight;
2360}
2361
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002362bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002363{
2364 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2365}
2366
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002367DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002368{
2369 return mDeviceCaps.DeclTypes;
2370}
2371
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002372int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002373{
2374 return mMinSwapInterval;
2375}
2376
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002377int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002378{
2379 return mMaxSwapInterval;
2380}
2381
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002382int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002383{
2384 return mMaxSupportedSamples;
2385}
2386
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002387int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002388{
2389 if (requested == 0)
2390 {
2391 return requested;
2392 }
2393
2394 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2395 if (itr == mMultiSampleSupport.end())
2396 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002397 if (format == D3DFMT_UNKNOWN)
2398 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002399 return -1;
2400 }
2401
2402 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2403 {
2404 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2405 {
2406 return i;
2407 }
2408 }
2409
2410 return -1;
2411}
2412
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002413D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2414{
2415 switch (internalformat)
2416 {
2417 case GL_DEPTH_COMPONENT16:
2418 case GL_DEPTH_COMPONENT32_OES:
2419 case GL_DEPTH24_STENCIL8_OES:
2420 return D3DFMT_INTZ;
2421 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2422 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2423 return D3DFMT_DXT1;
2424 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2425 return D3DFMT_DXT3;
2426 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2427 return D3DFMT_DXT5;
2428 case GL_RGBA32F_EXT:
2429 case GL_RGB32F_EXT:
2430 case GL_ALPHA32F_EXT:
2431 case GL_LUMINANCE32F_EXT:
2432 case GL_LUMINANCE_ALPHA32F_EXT:
2433 return D3DFMT_A32B32G32R32F;
2434 case GL_RGBA16F_EXT:
2435 case GL_RGB16F_EXT:
2436 case GL_ALPHA16F_EXT:
2437 case GL_LUMINANCE16F_EXT:
2438 case GL_LUMINANCE_ALPHA16F_EXT:
2439 return D3DFMT_A16B16G16R16F;
2440 case GL_LUMINANCE8_EXT:
2441 if (getLuminanceTextureSupport())
2442 {
2443 return D3DFMT_L8;
2444 }
2445 break;
2446 case GL_LUMINANCE8_ALPHA8_EXT:
2447 if (getLuminanceAlphaTextureSupport())
2448 {
2449 return D3DFMT_A8L8;
2450 }
2451 break;
2452 case GL_RGB8_OES:
2453 case GL_RGB565:
2454 return D3DFMT_X8R8G8B8;
2455 }
2456
2457 return D3DFMT_A8R8G8B8;
2458}
2459
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002460bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002461{
2462 bool result = false;
2463
2464 if (source && dest)
2465 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002466 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2467 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002468
2469 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002470 for (int i = 0; i < levels; ++i)
2471 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002472 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2473 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002474
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002475 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002476
2477 if (srcSurf) srcSurf->Release();
2478 if (dstSurf) dstSurf->Release();
2479
2480 if (!result)
2481 return false;
2482 }
2483 }
2484
2485 return result;
2486}
2487
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002488bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002489{
2490 bool result = false;
2491
2492 if (source && dest)
2493 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002494 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2495 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002496 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002497 for (int f = 0; f < 6; f++)
2498 {
2499 for (int i = 0; i < levels; i++)
2500 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002501 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2502 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002503
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002504 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002505
2506 if (srcSurf) srcSurf->Release();
2507 if (dstSurf) dstSurf->Release();
2508
2509 if (!result)
2510 return false;
2511 }
2512 }
2513 }
2514
2515 return result;
2516}
2517
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002518D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002519{
2520 if (mD3d9Ex != NULL)
2521 {
2522 return D3DPOOL_DEFAULT;
2523 }
2524 else
2525 {
2526 if (!(usage & D3DUSAGE_DYNAMIC))
2527 {
2528 return D3DPOOL_MANAGED;
2529 }
2530 }
2531
2532 return D3DPOOL_DEFAULT;
2533}
2534
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002535bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002536 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002537{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002538 RECT rect;
2539 rect.left = sourceRect.x;
2540 rect.top = sourceRect.y;
2541 rect.right = sourceRect.x + sourceRect.width;
2542 rect.bottom = sourceRect.y + sourceRect.height;
2543
2544 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002545}
2546
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002547bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002548 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002549{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002550 RECT rect;
2551 rect.left = sourceRect.x;
2552 rect.top = sourceRect.y;
2553 rect.right = sourceRect.x + sourceRect.width;
2554 rect.bottom = sourceRect.y + sourceRect.height;
2555
2556 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002557}
2558
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002559bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002560 bool blitRenderTarget, bool blitDepthStencil)
2561{
2562 endScene();
2563
2564 if (blitRenderTarget)
2565 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002566 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2567 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2568 RenderTarget9 *readRenderTarget = NULL;
2569 RenderTarget9 *drawRenderTarget = NULL;
2570 IDirect3DSurface9* readSurface = NULL;
2571 IDirect3DSurface9* drawSurface = NULL;
2572
2573 if (readBuffer)
2574 {
2575 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2576 }
2577 if (drawBuffer)
2578 {
2579 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2580 }
2581
2582 if (readRenderTarget)
2583 {
2584 readSurface = readRenderTarget->getSurface();
2585 }
2586 if (drawRenderTarget)
2587 {
2588 drawSurface = drawRenderTarget->getSurface();
2589 }
2590
2591 if (!readSurface || !drawSurface)
2592 {
2593 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002594 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002595 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002596
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002597 RECT srcRect;
2598 srcRect.left = readRect.x;
2599 srcRect.right = readRect.x + readRect.width;
2600 srcRect.top = readRect.y;
2601 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002602
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002603 RECT dstRect;
2604 dstRect.left = drawRect.x;
2605 dstRect.right = drawRect.x + drawRect.width;
2606 dstRect.top = drawRect.y;
2607 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002608
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002609 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002611 readSurface->Release();
2612 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002613
2614 if (FAILED(result))
2615 {
2616 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2617 return false;
2618 }
2619 }
2620
2621 if (blitDepthStencil)
2622 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002623 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2624 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2625 RenderTarget9 *readDepthStencil = NULL;
2626 RenderTarget9 *drawDepthStencil = NULL;
2627 IDirect3DSurface9* readSurface = NULL;
2628 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002629
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002630 if (readBuffer)
2631 {
2632 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2633 }
2634 if (drawBuffer)
2635 {
2636 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2637 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002638
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002639 if (readDepthStencil)
2640 {
2641 readSurface = readDepthStencil->getSurface();
2642 }
2643 if (drawDepthStencil)
2644 {
2645 drawSurface = drawDepthStencil->getSurface();
2646 }
2647
2648 if (!readSurface || !drawSurface)
2649 {
2650 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002651 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002652 }
2653
2654 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2655
2656 readSurface->Release();
2657 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002658
2659 if (FAILED(result))
2660 {
2661 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2662 return false;
2663 }
2664 }
2665
2666 return true;
2667}
2668
2669void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2670 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2671{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002672 RenderTarget9 *renderTarget = NULL;
2673 IDirect3DSurface9 *surface = NULL;
2674 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2675
2676 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002677 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002678 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2679 }
2680
2681 if (renderTarget)
2682 {
2683 surface = renderTarget->getSurface();
2684 }
2685
2686 if (!surface)
2687 {
2688 // context must be lost
2689 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002690 }
2691
2692 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002693 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002694
2695 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2696 {
2697 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002698 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002699 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002700 }
2701
2702 HRESULT result;
2703 IDirect3DSurface9 *systemSurface = NULL;
2704 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2705 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2706 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2707 if (directToPixels)
2708 {
2709 // Use the pixels ptr as a shared handle to write directly into client's memory
2710 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2711 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2712 if (FAILED(result))
2713 {
2714 // Try again without the shared handle
2715 directToPixels = false;
2716 }
2717 }
2718
2719 if (!directToPixels)
2720 {
2721 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2722 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2723 if (FAILED(result))
2724 {
2725 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002726 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002727 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002728 }
2729 }
2730
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002731 result = mDevice->GetRenderTargetData(surface, systemSurface);
2732 surface->Release();
2733 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002734
2735 if (FAILED(result))
2736 {
2737 systemSurface->Release();
2738
2739 // It turns out that D3D will sometimes produce more error
2740 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002741 if (d3d9::isDeviceLostError(result))
2742 {
2743 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002744 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002745 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002746 else
2747 {
2748 UNREACHABLE();
2749 return;
2750 }
2751
2752 }
2753
2754 if (directToPixels)
2755 {
2756 systemSurface->Release();
2757 return;
2758 }
2759
2760 RECT rect;
2761 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2762 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2763 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2764 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2765
2766 D3DLOCKED_RECT lock;
2767 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2768
2769 if (FAILED(result))
2770 {
2771 UNREACHABLE();
2772 systemSurface->Release();
2773
2774 return; // No sensible error to generate
2775 }
2776
2777 unsigned char *dest = (unsigned char*)pixels;
2778 unsigned short *dest16 = (unsigned short*)pixels;
2779
2780 unsigned char *source;
2781 int inputPitch;
2782 if (packReverseRowOrder)
2783 {
2784 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2785 inputPitch = -lock.Pitch;
2786 }
2787 else
2788 {
2789 source = (unsigned char*)lock.pBits;
2790 inputPitch = lock.Pitch;
2791 }
2792
2793 unsigned int fastPixelSize = 0;
2794
2795 if (desc.Format == D3DFMT_A8R8G8B8 &&
2796 format == GL_BGRA_EXT &&
2797 type == GL_UNSIGNED_BYTE)
2798 {
2799 fastPixelSize = 4;
2800 }
2801 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2802 format == GL_BGRA_EXT &&
2803 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2804 (desc.Format == D3DFMT_A1R5G5B5 &&
2805 format == GL_BGRA_EXT &&
2806 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2807 {
2808 fastPixelSize = 2;
2809 }
2810 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2811 format == GL_RGBA &&
2812 type == GL_HALF_FLOAT_OES)
2813 {
2814 fastPixelSize = 8;
2815 }
2816 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2817 format == GL_RGBA &&
2818 type == GL_FLOAT)
2819 {
2820 fastPixelSize = 16;
2821 }
2822
2823 for (int j = 0; j < rect.bottom - rect.top; j++)
2824 {
2825 if (fastPixelSize != 0)
2826 {
2827 // Fast path for formats which require no translation:
2828 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2829 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2830 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2831 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2832 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2833 //
2834 // Note that buffers with no alpha go through the slow path below.
2835 memcpy(dest + j * outputPitch,
2836 source + j * inputPitch,
2837 (rect.right - rect.left) * fastPixelSize);
2838 continue;
2839 }
2840
2841 for (int i = 0; i < rect.right - rect.left; i++)
2842 {
2843 float r;
2844 float g;
2845 float b;
2846 float a;
2847
2848 switch (desc.Format)
2849 {
2850 case D3DFMT_R5G6B5:
2851 {
2852 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2853
2854 a = 1.0f;
2855 b = (rgb & 0x001F) * (1.0f / 0x001F);
2856 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2857 r = (rgb & 0xF800) * (1.0f / 0xF800);
2858 }
2859 break;
2860 case D3DFMT_A1R5G5B5:
2861 {
2862 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2863
2864 a = (argb & 0x8000) ? 1.0f : 0.0f;
2865 b = (argb & 0x001F) * (1.0f / 0x001F);
2866 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2867 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2868 }
2869 break;
2870 case D3DFMT_A8R8G8B8:
2871 {
2872 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2873
2874 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2875 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2876 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2877 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2878 }
2879 break;
2880 case D3DFMT_X8R8G8B8:
2881 {
2882 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2883
2884 a = 1.0f;
2885 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2886 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2887 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2888 }
2889 break;
2890 case D3DFMT_A2R10G10B10:
2891 {
2892 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2893
2894 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2895 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2896 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2897 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2898 }
2899 break;
2900 case D3DFMT_A32B32G32R32F:
2901 {
2902 // float formats in D3D are stored rgba, rather than the other way round
2903 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2904 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2905 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2906 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2907 }
2908 break;
2909 case D3DFMT_A16B16G16R16F:
2910 {
2911 // float formats in D3D are stored rgba, rather than the other way round
2912 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2913 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2914 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2915 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2916 }
2917 break;
2918 default:
2919 UNIMPLEMENTED(); // FIXME
2920 UNREACHABLE();
2921 return;
2922 }
2923
2924 switch (format)
2925 {
2926 case GL_RGBA:
2927 switch (type)
2928 {
2929 case GL_UNSIGNED_BYTE:
2930 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2931 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2932 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2933 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2934 break;
2935 default: UNREACHABLE();
2936 }
2937 break;
2938 case GL_BGRA_EXT:
2939 switch (type)
2940 {
2941 case GL_UNSIGNED_BYTE:
2942 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2943 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2944 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2945 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2946 break;
2947 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2948 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2949 // this type is packed as follows:
2950 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2951 // --------------------------------------------------------------------------------
2952 // | 4th | 3rd | 2nd | 1st component |
2953 // --------------------------------------------------------------------------------
2954 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2955 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2956 ((unsigned short)(15 * a + 0.5f) << 12)|
2957 ((unsigned short)(15 * r + 0.5f) << 8) |
2958 ((unsigned short)(15 * g + 0.5f) << 4) |
2959 ((unsigned short)(15 * b + 0.5f) << 0);
2960 break;
2961 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2962 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2963 // this type is packed as follows:
2964 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2965 // --------------------------------------------------------------------------------
2966 // | 4th | 3rd | 2nd | 1st component |
2967 // --------------------------------------------------------------------------------
2968 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2969 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2970 ((unsigned short)( a + 0.5f) << 15) |
2971 ((unsigned short)(31 * r + 0.5f) << 10) |
2972 ((unsigned short)(31 * g + 0.5f) << 5) |
2973 ((unsigned short)(31 * b + 0.5f) << 0);
2974 break;
2975 default: UNREACHABLE();
2976 }
2977 break;
2978 case GL_RGB:
2979 switch (type)
2980 {
2981 case GL_UNSIGNED_SHORT_5_6_5:
2982 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2983 ((unsigned short)(31 * b + 0.5f) << 0) |
2984 ((unsigned short)(63 * g + 0.5f) << 5) |
2985 ((unsigned short)(31 * r + 0.5f) << 11);
2986 break;
2987 case GL_UNSIGNED_BYTE:
2988 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2989 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2990 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2991 break;
2992 default: UNREACHABLE();
2993 }
2994 break;
2995 default: UNREACHABLE();
2996 }
2997 }
2998 }
2999
3000 systemSurface->UnlockRect();
3001
3002 systemSurface->Release();
3003}
3004
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003005RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3006{
3007 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3008 IDirect3DSurface9 *surface = NULL;
3009 if (depth)
3010 {
3011 surface = swapChain9->getDepthStencil();
3012 }
3013 else
3014 {
3015 surface = swapChain9->getRenderTarget();
3016 }
3017
3018 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3019
3020 return renderTarget;
3021}
3022
3023RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3024{
3025 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3026 return renderTarget;
3027}
3028
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003029ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003030{
3031 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003032
3033 switch (type)
3034 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003035 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003036 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003037 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003038 if (vshader)
3039 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003040 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003041 }
3042 }
3043 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003044 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003045 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003046 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003047 if (pshader)
3048 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003049 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003050 }
3051 }
3052 break;
3053 default:
3054 UNREACHABLE();
3055 break;
3056 }
3057
3058 return executable;
3059}
3060
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003061ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003062{
3063 const char *profile = NULL;
3064
3065 switch (type)
3066 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003067 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003068 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3069 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003070 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003071 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3072 break;
3073 default:
3074 UNREACHABLE();
3075 return NULL;
3076 }
3077
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003078 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003079 if (!binary)
3080 return NULL;
3081
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003082 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003083 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003084
3085 return executable;
3086}
3087
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003088bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3089{
3090 return mBlit->boxFilter(source, dest);
3091}
3092
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003093D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003094{
3095 if (mD3d9Ex != NULL)
3096 {
3097 return D3DPOOL_DEFAULT;
3098 }
3099 else
3100 {
3101 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3102 {
3103 return D3DPOOL_MANAGED;
3104 }
3105 }
3106
3107 return D3DPOOL_DEFAULT;
3108}
3109
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003110bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3111{
3112 if (source && dest)
3113 {
3114 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003115
3116 if (fromManaged)
3117 {
3118 D3DSURFACE_DESC desc;
3119 source->GetDesc(&desc);
3120
3121 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003122 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003123
3124 if (SUCCEEDED(result))
3125 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003126 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003127 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003128 surf->Release();
3129 }
3130 }
3131 else
3132 {
3133 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003134 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003135 }
3136
3137 if (FAILED(result))
3138 {
3139 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3140 return false;
3141 }
3142 }
3143
3144 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003145}
3146
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003147Image *Renderer9::createImage()
3148{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003149 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003150}
3151
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003152void Renderer9::generateMipmap(Image *dest, Image *src)
3153{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003154 Image9 *src9 = Image9::makeImage9(src);
3155 Image9 *dst9 = Image9::makeImage9(dest);
3156 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003157}
3158
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003159TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3160{
3161 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3162 return new TextureStorage9_2D(this, swapChain9);
3163}
3164
3165TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3166{
3167 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3168}
3169
3170TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3171{
3172 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3173}
3174
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003175}