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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
shannon.woods@transgaming.com4e91d562013-02-28 23:12:09 +00009#include <D3Dcompiler.h>
10
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000011#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000012#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000013#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000016#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000017#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000018#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000019#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000020#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000021#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000022#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000023#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000024#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000025#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000026#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000027#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000028#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000029#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000030#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000031
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000032#include "libEGL/Display.h"
33
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000034#include <sstream>
35
daniel@transgaming.com621ce052012-10-31 17:52:29 +000036// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
37#define REF_RAST 0
38
39// The "Debug This Pixel..." feature in PIX often fails when using the
40// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
41// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
42#if !defined(ANGLE_ENABLE_D3D9EX)
43// Enables use of the IDirect3D9Ex interface, when available
44#define ANGLE_ENABLE_D3D9EX 1
45#endif // !defined(ANGLE_ENABLE_D3D9EX)
46
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000047#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
48#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
49#endif
50
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000051namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000052{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000053static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000054 {
55 D3DFMT_A1R5G5B5,
56 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
57 D3DFMT_A8R8G8B8,
58 D3DFMT_R5G6B5,
59 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
60 D3DFMT_X8R8G8B8
61 };
62
daniel@transgaming.com222ee082012-11-28 19:31:49 +000063static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000064 {
65 D3DFMT_UNKNOWN,
66 // D3DFMT_D16_LOCKABLE,
67 D3DFMT_D32,
68 // D3DFMT_D15S1,
69 D3DFMT_D24S8,
70 D3DFMT_D24X8,
71 // D3DFMT_D24X4S4,
72 D3DFMT_D16,
73 // D3DFMT_D32F_LOCKABLE,
74 // D3DFMT_D24FS8
75 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000076
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000077enum
78{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000079 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
80 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
81 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
82 MAX_VARYING_VECTORS_SM2 = 8,
83 MAX_VARYING_VECTORS_SM3 = 10,
84
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000085 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
86};
87
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000088Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000089{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000090 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000091
92 mD3d9 = NULL;
93 mD3d9Ex = NULL;
94 mDevice = NULL;
95 mDeviceEx = NULL;
96 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000097 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000098
99 mAdapter = D3DADAPTER_DEFAULT;
100
101 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
102 mDeviceType = D3DDEVTYPE_REF;
103 #else
104 mDeviceType = D3DDEVTYPE_HAL;
105 #endif
106
107 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000108
109 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000110
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000111 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000112
113 mVertexDataManager = NULL;
114 mIndexDataManager = NULL;
115 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000116
117 mMaxNullColorbufferLRU = 0;
118 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
119 {
120 mNullColorbufferCache[i].lruCount = 0;
121 mNullColorbufferCache[i].width = 0;
122 mNullColorbufferCache[i].height = 0;
123 mNullColorbufferCache[i].buffer = NULL;
124 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000125}
126
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000127Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000128{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000129 releaseDeviceResources();
130
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000131 if (mDevice)
132 {
133 // 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 +0000134 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000135 {
136 resetDevice();
137 }
138
139 mDevice->Release();
140 mDevice = NULL;
141 }
142
143 if (mDeviceEx)
144 {
145 mDeviceEx->Release();
146 mDeviceEx = NULL;
147 }
148
149 if (mD3d9)
150 {
151 mD3d9->Release();
152 mD3d9 = NULL;
153 }
154
155 if (mDeviceWindow)
156 {
157 DestroyWindow(mDeviceWindow);
158 mDeviceWindow = NULL;
159 }
160
161 if (mD3d9Ex)
162 {
163 mD3d9Ex->Release();
164 mD3d9Ex = NULL;
165 }
166
167 if (mD3d9Module)
168 {
169 mD3d9Module = NULL;
170 }
171
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000172 while (!mMultiSampleSupport.empty())
173 {
174 delete [] mMultiSampleSupport.begin()->second;
175 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
176 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000177}
178
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000179Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
180{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000181 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000182 return static_cast<rx::Renderer9*>(renderer);
183}
184
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000185EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000186{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000187 if (!initializeCompiler())
188 {
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000192 if (mSoftwareDevice)
193 {
194 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
195 }
196 else
197 {
198 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
199 }
200
201 if (mD3d9Module == NULL)
202 {
203 ERR("No D3D9 module found - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000207 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
208 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
209
210 // Use Direct3D9Ex if available. Among other things, this version is less
211 // inclined to report a lost context, for example when the user switches
212 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
213 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
214 {
215 ASSERT(mD3d9Ex);
216 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
217 ASSERT(mD3d9);
218 }
219 else
220 {
221 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
222 }
223
224 if (!mD3d9)
225 {
226 ERR("Could not create D3D9 device - aborting!\n");
227 return EGL_NOT_INITIALIZED;
228 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000229
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000230 if (mDc != NULL)
231 {
232 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
233 }
234
235 HRESULT result;
236
237 // Give up on getting device caps after about one second.
238 for (int i = 0; i < 10; ++i)
239 {
240 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
241 if (SUCCEEDED(result))
242 {
243 break;
244 }
245 else if (result == D3DERR_NOTAVAILABLE)
246 {
247 Sleep(100); // Give the driver some time to initialize/recover
248 }
249 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
250 {
251 ERR("failed to get device caps (0x%x)\n", result);
252 return EGL_NOT_INITIALIZED;
253 }
254 }
255
256 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
257 {
258 ERR("Renderer does not support PS 2.0. aborting!\n");
259 return EGL_NOT_INITIALIZED;
260 }
261
262 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
263 // This is required by Texture2D::convertToRenderTarget.
264 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
265 {
266 ERR("Renderer does not support stretctrect from textures!\n");
267 return EGL_NOT_INITIALIZED;
268 }
269
270 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
271
272 // ATI cards on XP have problems with non-power-of-two textures.
273 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
274 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
275 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
276 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
277
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000278 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
279 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
280
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000281 mMinSwapInterval = 4;
282 mMaxSwapInterval = 0;
283
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 0);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 1);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 2);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 3);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
303 }
304 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
305 {
306 mMinSwapInterval = std::min(mMinSwapInterval, 4);
307 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
308 }
309
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000310 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000311 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000312 {
313 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000314 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
315 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000316
317 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
318 {
319 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
320 {
321 max = j;
322 }
323 }
324 }
325
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000326 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000327 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000328 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000329 continue;
330
331 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000332 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
333 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000334
335 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
336 {
337 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
338 {
339 max = j;
340 }
341 }
342 }
343
344 mMaxSupportedSamples = max;
345
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000346 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
347 static const TCHAR className[] = TEXT("STATIC");
348
349 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
350
351 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
352 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
353
354 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
355 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
356 {
357 return EGL_BAD_ALLOC;
358 }
359
360 if (FAILED(result))
361 {
362 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
363
364 if (FAILED(result))
365 {
366 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
367 return EGL_BAD_ALLOC;
368 }
369 }
370
371 if (mD3d9Ex)
372 {
373 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
374 ASSERT(SUCCEEDED(result));
375 }
376
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000377 mVertexShaderCache.initialize(mDevice);
378 mPixelShaderCache.initialize(mDevice);
379
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000380 // Check occlusion query support
381 IDirect3DQuery9 *occlusionQuery = NULL;
382 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
383 {
384 occlusionQuery->Release();
385 mOcclusionQuerySupport = true;
386 }
387 else
388 {
389 mOcclusionQuerySupport = false;
390 }
391
392 // Check event query support
393 IDirect3DQuery9 *eventQuery = NULL;
394 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
395 {
396 eventQuery->Release();
397 mEventQuerySupport = true;
398 }
399 else
400 {
401 mEventQuerySupport = false;
402 }
403
404 D3DDISPLAYMODE currentDisplayMode;
405 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
406
407 // Check vertex texture support
408 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
409 // We test this using D3D9 by checking support for the R16F format.
410 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
411 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
412 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
413
414 // Check depth texture support
415 // we use INTZ for depth textures in Direct3D9
416 // we also want NULL texture support to ensure the we can make depth-only FBOs
417 // see http://aras-p.info/texts/D3D9GPUHacks.html
418 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
419 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
420 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
421 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
422
423 // Check 32 bit floating point texture support
424 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
425 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
426 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
427 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
428
429 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
430 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
431 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
432 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
433
434 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
435 {
436 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
437 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
438 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
439 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
440 }
441 else
442 {
443 mFloat32TextureSupport = true;
444 }
445
446 // Check 16 bit floating point texture support
447 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
448 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
449 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
450 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
451
452 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
453 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
454 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
455 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
456
457 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
458 {
459 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
460 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
461 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
462 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
463 }
464 else
465 {
466 mFloat16TextureSupport = true;
467 }
468
469 // Check DXT texture support
470 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
471 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
472 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
473
474 // Check luminance[alpha] texture support
475 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
476 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
477
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000478 initializeDevice();
479
480 return EGL_SUCCESS;
481}
482
483// do any one-time device initialization
484// NOTE: this is also needed after a device lost/reset
485// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000486void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000487{
488 // Permanent non-default states
489 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
490 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
491
492 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
493 {
494 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
495 }
496 else
497 {
498 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
499 }
500
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000501 markAllStateDirty();
502
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000503 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000504
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000505 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000506 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000507 mVertexDataManager = new rx::VertexDataManager(this);
508 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000509}
510
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000511D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000512{
513 D3DPRESENT_PARAMETERS presentParameters = {0};
514
515 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
516 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
517 presentParameters.BackBufferCount = 1;
518 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
519 presentParameters.BackBufferWidth = 1;
520 presentParameters.BackBufferHeight = 1;
521 presentParameters.EnableAutoDepthStencil = FALSE;
522 presentParameters.Flags = 0;
523 presentParameters.hDeviceWindow = mDeviceWindow;
524 presentParameters.MultiSampleQuality = 0;
525 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
526 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
527 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
528 presentParameters.Windowed = TRUE;
529
530 return presentParameters;
531}
532
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000533int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000534{
535 D3DDISPLAYMODE currentDisplayMode;
536 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
537
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000538 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
539 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000540 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
541 int numConfigs = 0;
542
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000543 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000544 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000545 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000546
547 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
548
549 if (SUCCEEDED(result))
550 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000551 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000552 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000553 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000554 HRESULT result = D3D_OK;
555
556 if(depthStencilFormat != D3DFMT_UNKNOWN)
557 {
558 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
559 }
560
561 if (SUCCEEDED(result))
562 {
563 if(depthStencilFormat != D3DFMT_UNKNOWN)
564 {
565 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
566 }
567
568 if (SUCCEEDED(result))
569 {
570 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000571 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
572 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000573 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
574 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
575
576 (*configDescList)[numConfigs++] = newConfig;
577 }
578 }
579 }
580 }
581 }
582
583 return numConfigs;
584}
585
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000586void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000587{
588 delete [] (configDescList);
589}
590
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000591void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000592{
593 if (!mSceneStarted)
594 {
595 long result = mDevice->BeginScene();
596 if (SUCCEEDED(result)) {
597 // This is defensive checking against the device being
598 // lost at unexpected times.
599 mSceneStarted = true;
600 }
601 }
602}
603
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000604void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000605{
606 if (mSceneStarted)
607 {
608 // EndScene can fail if the device was lost, for example due
609 // to a TDR during a draw call.
610 mDevice->EndScene();
611 mSceneStarted = false;
612 }
613}
614
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000615void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000616{
617 HRESULT result;
618
619 IDirect3DQuery9* query = allocateEventQuery();
620 if (!query)
621 {
622 return;
623 }
624
625 result = query->Issue(D3DISSUE_END);
626 ASSERT(SUCCEEDED(result));
627
628 do
629 {
630 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
631
632 if(block && result == S_FALSE)
633 {
634 // Keep polling, but allow other threads to do something useful first
635 Sleep(0);
636 // explicitly check for device loss
637 // some drivers seem to return S_FALSE even if the device is lost
638 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000639 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000640 {
641 result = D3DERR_DEVICELOST;
642 }
643 }
644 }
645 while(block && result == S_FALSE);
646
647 freeEventQuery(query);
648
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000649 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000650 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000651 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000652 }
653}
654
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000655SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
656{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000657 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000658}
659
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000660IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000661{
662 IDirect3DQuery9 *query = NULL;
663
664 if (mEventQueryPool.empty())
665 {
666 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
667 ASSERT(SUCCEEDED(result));
668 }
669 else
670 {
671 query = mEventQueryPool.back();
672 mEventQueryPool.pop_back();
673 }
674
675 return query;
676}
677
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000678void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000679{
680 if (mEventQueryPool.size() > 1000)
681 {
682 query->Release();
683 }
684 else
685 {
686 mEventQueryPool.push_back(query);
687 }
688}
689
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000690IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000691{
692 return mVertexShaderCache.create(function, length);
693}
694
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000695IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000696{
697 return mPixelShaderCache.create(function, length);
698}
699
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000700HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
701{
702 D3DPOOL Pool = getBufferPool(Usage);
703 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
704}
705
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000706VertexBuffer *Renderer9::createVertexBuffer()
707{
708 return new VertexBuffer9(this);
709}
710
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000711HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
712{
713 D3DPOOL Pool = getBufferPool(Usage);
714 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
715}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000716
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000717IndexBuffer *Renderer9::createIndexBuffer()
718{
719 return new IndexBuffer9(this);
720}
721
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000722BufferStorage *Renderer9::createBufferStorage()
723{
724 return new BufferStorage9();
725}
726
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000727QueryImpl *Renderer9::createQuery(GLenum type)
728{
729 return new Query9(this, type);
730}
731
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000732FenceImpl *Renderer9::createFence()
733{
734 return new Fence9(this);
735}
736
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000737void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000738{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000739 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
740 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000741
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000742 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000743 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000744 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
745 int d3dSampler = index + d3dSamplerOffset;
746
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
748 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
749
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
751 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
752 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
753 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
754 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
755 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
756 if (mSupportsTextureFilterAnisotropy)
757 {
758 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
759 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000760 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000761
762 forceSetSamplers[index] = false;
763 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000764}
765
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000766void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000767{
768 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
769 int d3dSampler = index + d3dSamplerOffset;
770 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000771 unsigned int serial = 0;
772 bool forceSetTexture = false;
773
774 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000775
776 if (texture)
777 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000778 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000779 if (texStorage)
780 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000781 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000782 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000783 }
784 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000785 // in the texture class and we're unexpectedly missing the d3d texture
786 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000787
788 serial = texture->getTextureSerial();
789 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000790 }
791
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000792 if (forceSetTexture || appliedSerials[index] != serial)
793 {
794 mDevice->SetTexture(d3dSampler, d3dTexture);
795 }
796
797 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000798}
799
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000800void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000801{
802 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000803
804 if (rasterStateChanged)
805 {
806 // Set the cull mode
807 if (rasterState.cullFace)
808 {
809 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
810 }
811 else
812 {
813 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
814 }
815
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816 if (rasterState.polygonOffsetFill)
817 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000818 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000819 {
820 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
821
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000822 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000823 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
824 }
825 }
826 else
827 {
828 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
829 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
830 }
831
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000832 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000833 }
834
835 mForceSetRasterState = false;
836}
837
838void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
839{
840 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
841 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
842 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
843
844 if (blendStateChanged || blendColorChanged)
845 {
846 if (blendState.blend)
847 {
848 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
849
850 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
851 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
852 {
853 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
854 }
855 else
856 {
857 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
858 gl::unorm<8>(blendColor.alpha),
859 gl::unorm<8>(blendColor.alpha),
860 gl::unorm<8>(blendColor.alpha)));
861 }
862
863 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
864 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
865 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
866
867 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
868 blendState.destBlendRGB != blendState.destBlendAlpha ||
869 blendState.blendEquationRGB != blendState.blendEquationAlpha)
870 {
871 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
872
873 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
874 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
875 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
876 }
877 else
878 {
879 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
880 }
881 }
882 else
883 {
884 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
885 }
886
887 if (blendState.sampleAlphaToCoverage)
888 {
889 FIXME("Sample alpha to coverage is unimplemented.");
890 }
891
892 // Set the color mask
893 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
894 // Apparently some ATI cards have a bug where a draw with a zero color
895 // write mask can cause later draws to have incorrect results. Instead,
896 // set a nonzero color write mask but modify the blend state so that no
897 // drawing is done.
898 // http://code.google.com/p/angleproject/issues/detail?id=169
899
900 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
901 blendState.colorMaskBlue, blendState.colorMaskAlpha);
902 if (colorMask == 0 && !zeroColorMaskAllowed)
903 {
904 // Enable green channel, but set blending so nothing will be drawn.
905 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
906 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
907
908 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
909 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
910 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
911 }
912 else
913 {
914 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
915 }
916
917 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
918
919 mCurBlendState = blendState;
920 mCurBlendColor = blendColor;
921 }
922
923 if (sampleMaskChanged)
924 {
925 // Set the multisample mask
926 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
927 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
928
929 mCurSampleMask = sampleMask;
930 }
931
932 mForceSetBlendState = false;
933}
934
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000935void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000936 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000937{
938 bool depthStencilStateChanged = mForceSetDepthStencilState ||
939 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000940 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
941 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000942 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000943
944 if (depthStencilStateChanged)
945 {
946 if (depthStencilState.depthTest)
947 {
948 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
949 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
950 }
951 else
952 {
953 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
954 }
955
956 mCurDepthStencilState = depthStencilState;
957 }
958
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000959 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000960 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000961 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000962 {
963 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
964 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
965
966 // FIXME: Unsupported by D3D9
967 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
968 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
969 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
970 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000971 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000972 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
973 {
974 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 +0000975 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000976 }
977
978 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000979 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000980
981 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
982 depthStencilState.stencilWritemask);
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
984 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
985
986 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000987 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
989 depthStencilState.stencilMask);
990
991 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
992 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
993 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
994 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
995 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
996 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
997
998 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
999 depthStencilState.stencilBackWritemask);
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1001 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1002
1003 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001004 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1006 depthStencilState.stencilBackMask);
1007
1008 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1009 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1010 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1011 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1012 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1013 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1014 }
1015 else
1016 {
1017 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1018 }
1019
1020 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1021
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001022 mCurStencilRef = stencilRef;
1023 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001024 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001025 }
1026
1027 mForceSetDepthStencilState = false;
1028}
1029
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001030void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001031{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001032 bool scissorChanged = mForceSetScissor ||
1033 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1034 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001035
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001036 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001037 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001038 if (enabled)
1039 {
1040 RECT rect;
1041 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1042 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1043 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1044 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1045 mDevice->SetScissorRect(&rect);
1046 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001047
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001048 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1049
1050 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001051 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001052 }
1053
1054 mForceSetScissor = false;
1055}
1056
daniel@transgaming.com12985182012-12-20 20:56:31 +00001057bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001058 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001059{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001060 gl::Rectangle actualViewport = viewport;
1061 float actualZNear = gl::clamp01(zNear);
1062 float actualZFar = gl::clamp01(zFar);
1063 if (ignoreViewport)
1064 {
1065 actualViewport.x = 0;
1066 actualViewport.y = 0;
1067 actualViewport.width = mRenderTargetDesc.width;
1068 actualViewport.height = mRenderTargetDesc.height;
1069 actualZNear = 0.0f;
1070 actualZFar = 1.0f;
1071 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001072
1073 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001074 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1075 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1076 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1077 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1078 dxViewport.MinZ = actualZNear;
1079 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001080
1081 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1082 {
1083 return false; // Nothing to render
1084 }
1085
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001086 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1087 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001088 if (viewportChanged)
1089 {
1090 mDevice->SetViewport(&dxViewport);
1091
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001092 mCurViewport = actualViewport;
1093 mCurNear = actualZNear;
1094 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001095
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001096 dx_VertexConstants vc = {0};
1097 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001098
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001099 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1100 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001101
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001102 pc.viewCoords[0] = actualViewport.width * 0.5f;
1103 pc.viewCoords[1] = actualViewport.height * 0.5f;
1104 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1105 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001106
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001107 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1108 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1109 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1110
1111 vc.depthRange[0] = actualZNear;
1112 vc.depthRange[1] = actualZFar;
1113 vc.depthRange[2] = actualZFar - actualZNear;
1114
1115 pc.depthRange[0] = actualZNear;
1116 pc.depthRange[1] = actualZFar;
1117 pc.depthRange[2] = actualZFar - actualZNear;
1118
1119 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1120 {
1121 mVertexConstants = vc;
1122 mDxUniformsDirty = true;
1123 }
1124
1125 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1126 {
1127 mPixelConstants = pc;
1128 mDxUniformsDirty = true;
1129 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001130 }
1131
1132 mForceSetViewport = false;
1133 return true;
1134}
1135
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001136bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1137{
1138 switch (mode)
1139 {
1140 case GL_POINTS:
1141 mPrimitiveType = D3DPT_POINTLIST;
1142 mPrimitiveCount = count;
1143 break;
1144 case GL_LINES:
1145 mPrimitiveType = D3DPT_LINELIST;
1146 mPrimitiveCount = count / 2;
1147 break;
1148 case GL_LINE_LOOP:
1149 mPrimitiveType = D3DPT_LINESTRIP;
1150 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1151 break;
1152 case GL_LINE_STRIP:
1153 mPrimitiveType = D3DPT_LINESTRIP;
1154 mPrimitiveCount = count - 1;
1155 break;
1156 case GL_TRIANGLES:
1157 mPrimitiveType = D3DPT_TRIANGLELIST;
1158 mPrimitiveCount = count / 3;
1159 break;
1160 case GL_TRIANGLE_STRIP:
1161 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1162 mPrimitiveCount = count - 2;
1163 break;
1164 case GL_TRIANGLE_FAN:
1165 mPrimitiveType = D3DPT_TRIANGLEFAN;
1166 mPrimitiveCount = count - 2;
1167 break;
1168 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001169 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001170 }
1171
1172 return mPrimitiveCount > 0;
1173}
1174
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001175
1176gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1177{
1178 if (!depthbuffer)
1179 {
1180 ERR("Unexpected null depthbuffer for depth-only FBO.");
1181 return NULL;
1182 }
1183
1184 GLsizei width = depthbuffer->getWidth();
1185 GLsizei height = depthbuffer->getHeight();
1186
1187 // search cached nullcolorbuffers
1188 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1189 {
1190 if (mNullColorbufferCache[i].buffer != NULL &&
1191 mNullColorbufferCache[i].width == width &&
1192 mNullColorbufferCache[i].height == height)
1193 {
1194 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1195 return mNullColorbufferCache[i].buffer;
1196 }
1197 }
1198
1199 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1200
1201 // add nullbuffer to the cache
1202 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1203 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1204 {
1205 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1206 {
1207 oldest = &mNullColorbufferCache[i];
1208 }
1209 }
1210
1211 delete oldest->buffer;
1212 oldest->buffer = nullbuffer;
1213 oldest->lruCount = ++mMaxNullColorbufferLRU;
1214 oldest->width = width;
1215 oldest->height = height;
1216
1217 return nullbuffer;
1218}
1219
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001220bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001221{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001222 // if there is no color attachment we must synthesize a NULL colorattachment
1223 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1224 gl::Renderbuffer *renderbufferObject = NULL;
1225 if (framebuffer->getColorbufferType() != GL_NONE)
1226 {
1227 renderbufferObject = framebuffer->getColorbuffer();
1228 }
1229 else
1230 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001231 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001232 }
1233 if (!renderbufferObject)
1234 {
1235 ERR("unable to locate renderbuffer for FBO.");
1236 return false;
1237 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001238
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001239 bool renderTargetChanged = false;
1240 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1241 if (renderTargetSerial != mAppliedRenderTargetSerial)
1242 {
1243 // Apply the render target on the device
1244 IDirect3DSurface9 *renderTargetSurface = NULL;
1245
1246 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1247 if (renderTarget)
1248 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001249 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001250 }
1251
1252 if (!renderTargetSurface)
1253 {
1254 ERR("render target pointer unexpectedly null.");
1255 return false; // Context must be lost
1256 }
1257
1258 mDevice->SetRenderTarget(0, renderTargetSurface);
1259 renderTargetSurface->Release();
1260
1261 mAppliedRenderTargetSerial = renderTargetSerial;
1262 renderTargetChanged = true;
1263 }
1264
1265 gl::Renderbuffer *depthStencil = NULL;
1266 unsigned int depthbufferSerial = 0;
1267 unsigned int stencilbufferSerial = 0;
1268 if (framebuffer->getDepthbufferType() != GL_NONE)
1269 {
1270 depthStencil = framebuffer->getDepthbuffer();
1271 if (!depthStencil)
1272 {
1273 ERR("Depth stencil pointer unexpectedly null.");
1274 return false;
1275 }
1276
1277 depthbufferSerial = depthStencil->getSerial();
1278 }
1279 else if (framebuffer->getStencilbufferType() != GL_NONE)
1280 {
1281 depthStencil = framebuffer->getStencilbuffer();
1282 if (!depthStencil)
1283 {
1284 ERR("Depth stencil pointer unexpectedly null.");
1285 return false;
1286 }
1287
1288 stencilbufferSerial = depthStencil->getSerial();
1289 }
1290
1291 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1292 stencilbufferSerial != mAppliedStencilbufferSerial ||
1293 !mDepthStencilInitialized)
1294 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001295 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001296 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001297
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001298 // Apply the depth stencil on the device
1299 if (depthStencil)
1300 {
1301 IDirect3DSurface9 *depthStencilSurface = NULL;
1302 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1303
1304 if (depthStencilRenderTarget)
1305 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001306 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001307 }
1308
1309 if (!depthStencilSurface)
1310 {
1311 ERR("depth stencil pointer unexpectedly null.");
1312 return false; // Context must be lost
1313 }
1314
1315 mDevice->SetDepthStencilSurface(depthStencilSurface);
1316 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001317
1318 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001319 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001320 }
1321 else
1322 {
1323 mDevice->SetDepthStencilSurface(NULL);
1324 }
1325
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001326 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1327 {
1328 mCurDepthSize = depthSize;
1329 mForceSetRasterState = true;
1330 }
1331
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001332 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1333 {
1334 mCurStencilSize = stencilSize;
1335 mForceSetDepthStencilState = true;
1336 }
1337
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001338 mAppliedDepthbufferSerial = depthbufferSerial;
1339 mAppliedStencilbufferSerial = stencilbufferSerial;
1340 mDepthStencilInitialized = true;
1341 }
1342
1343 if (renderTargetChanged || !mRenderTargetDescInitialized)
1344 {
1345 mForceSetScissor = true;
1346 mForceSetViewport = true;
1347
1348 mRenderTargetDesc.width = renderbufferObject->getWidth();
1349 mRenderTargetDesc.height = renderbufferObject->getHeight();
1350 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1351 mRenderTargetDescInitialized = true;
1352 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001353
1354 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001355}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001356
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001357GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001358{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001359 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001360 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1361 if (err != GL_NO_ERROR)
1362 {
1363 return err;
1364 }
1365
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001366 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1367}
1368
1369// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001370GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001371{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001372 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001373
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001374 if (err == GL_NO_ERROR)
1375 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001376 // Directly binding the storage buffer is not supported for d3d9
1377 ASSERT(indexInfo->storage == NULL);
1378
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001379 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001380 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001381 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1382
1383 mDevice->SetIndices(indexBuffer->getBuffer());
1384 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001385 }
1386 }
1387
1388 return err;
1389}
1390
1391void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1392{
1393 startScene();
1394
1395 if (mode == GL_LINE_LOOP)
1396 {
1397 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1398 }
1399 else if (instances > 0)
1400 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001401 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001402 if (countingIB)
1403 {
1404 if (mAppliedIBSerial != countingIB->getSerial())
1405 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001406 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1407
1408 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001409 mAppliedIBSerial = countingIB->getSerial();
1410 }
1411
1412 for (int i = 0; i < mRepeatDraw; i++)
1413 {
1414 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1415 }
1416 }
1417 else
1418 {
1419 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001420 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001421 }
1422 }
1423 else // Regular case
1424 {
1425 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1426 }
1427}
1428
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001429void 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 +00001430{
1431 startScene();
1432
1433 if (mode == GL_LINE_LOOP)
1434 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001435 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001436 }
1437 else
1438 {
1439 for (int i = 0; i < mRepeatDraw; i++)
1440 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001441 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1442 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001443 }
1444 }
1445}
1446
1447void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1448{
1449 // Get the raw indices for an indexed draw
1450 if (type != GL_NONE && elementArrayBuffer)
1451 {
1452 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001453 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001454 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001455 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001456 }
1457
1458 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001459
1460 if (get32BitIndexSupport())
1461 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001462 if (!mLineLoopIB)
1463 {
1464 mLineLoopIB = new StreamingIndexBufferInterface(this);
1465 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1466 {
1467 delete mLineLoopIB;
1468 mLineLoopIB = NULL;
1469
1470 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001471 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 }
1473 }
1474
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001475 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001476 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001477 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001478 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001479 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001480 }
1481
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001482 void* mappedMemory = NULL;
1483 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1484 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001485 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001487 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001488 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001489
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 startIndex = static_cast<UINT>(offset) / 4;
1491 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1492
1493 switch (type)
1494 {
1495 case GL_NONE: // Non-indexed draw
1496 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001497 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001498 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001499 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001500 data[count] = 0;
1501 break;
1502 case GL_UNSIGNED_BYTE:
1503 for (int i = 0; i < count; i++)
1504 {
1505 data[i] = static_cast<const GLubyte*>(indices)[i];
1506 }
1507 data[count] = static_cast<const GLubyte*>(indices)[0];
1508 break;
1509 case GL_UNSIGNED_SHORT:
1510 for (int i = 0; i < count; i++)
1511 {
1512 data[i] = static_cast<const GLushort*>(indices)[i];
1513 }
1514 data[count] = static_cast<const GLushort*>(indices)[0];
1515 break;
1516 case GL_UNSIGNED_INT:
1517 for (int i = 0; i < count; i++)
1518 {
1519 data[i] = static_cast<const GLuint*>(indices)[i];
1520 }
1521 data[count] = static_cast<const GLuint*>(indices)[0];
1522 break;
1523 default: UNREACHABLE();
1524 }
1525
1526 if (!mLineLoopIB->unmapBuffer())
1527 {
1528 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001529 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001530 }
1531 }
1532 else
1533 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001534 if (!mLineLoopIB)
1535 {
1536 mLineLoopIB = new StreamingIndexBufferInterface(this);
1537 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1538 {
1539 delete mLineLoopIB;
1540 mLineLoopIB = NULL;
1541
1542 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001543 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 }
1545 }
1546
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001547 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001549 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001551 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001552 }
1553
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 void* mappedMemory = NULL;
1555 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1556 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001557 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001559 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001560 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001561
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 startIndex = static_cast<UINT>(offset) / 2;
1563 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1564
1565 switch (type)
1566 {
1567 case GL_NONE: // Non-indexed draw
1568 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001569 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001570 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001571 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001572 data[count] = 0;
1573 break;
1574 case GL_UNSIGNED_BYTE:
1575 for (int i = 0; i < count; i++)
1576 {
1577 data[i] = static_cast<const GLubyte*>(indices)[i];
1578 }
1579 data[count] = static_cast<const GLubyte*>(indices)[0];
1580 break;
1581 case GL_UNSIGNED_SHORT:
1582 for (int i = 0; i < count; i++)
1583 {
1584 data[i] = static_cast<const GLushort*>(indices)[i];
1585 }
1586 data[count] = static_cast<const GLushort*>(indices)[0];
1587 break;
1588 case GL_UNSIGNED_INT:
1589 for (int i = 0; i < count; i++)
1590 {
1591 data[i] = static_cast<const GLuint*>(indices)[i];
1592 }
1593 data[count] = static_cast<const GLuint*>(indices)[0];
1594 break;
1595 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001596 }
1597
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001598 if (!mLineLoopIB->unmapBuffer())
1599 {
1600 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001601 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001602 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001603 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001604
1605 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001606 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001607 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1608
1609 mDevice->SetIndices(indexBuffer->getBuffer());
1610 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001611 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001612
1613 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001614}
1615
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001616void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1617{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001618 unsigned int programBinarySerial = programBinary->getSerial();
1619 if (programBinarySerial != mAppliedProgramBinarySerial)
1620 {
1621 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1622 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001623
daniel@transgaming.come4991412012-12-20 20:55:34 +00001624 IDirect3DVertexShader9 *vertexShader = NULL;
1625 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001626
daniel@transgaming.come4991412012-12-20 20:55:34 +00001627 IDirect3DPixelShader9 *pixelShader = NULL;
1628 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001629
daniel@transgaming.come4991412012-12-20 20:55:34 +00001630 mDevice->SetPixelShader(pixelShader);
1631 mDevice->SetVertexShader(vertexShader);
1632 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001633 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001634
1635 mAppliedProgramBinarySerial = programBinarySerial;
1636 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001637}
1638
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001639void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001640{
1641 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1642 {
1643 gl::Uniform *targetUniform = *ub;
1644
1645 if (targetUniform->dirty)
1646 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001647 GLfloat *f = (GLfloat*)targetUniform->data;
1648 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001649
1650 switch (targetUniform->type)
1651 {
1652 case GL_SAMPLER_2D:
1653 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001654 break;
1655 case GL_BOOL:
1656 case GL_BOOL_VEC2:
1657 case GL_BOOL_VEC3:
1658 case GL_BOOL_VEC4:
1659 applyUniformnbv(targetUniform, i);
1660 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001661 case GL_FLOAT:
1662 case GL_FLOAT_VEC2:
1663 case GL_FLOAT_VEC3:
1664 case GL_FLOAT_VEC4:
1665 case GL_FLOAT_MAT2:
1666 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001667 case GL_FLOAT_MAT4:
1668 applyUniformnfv(targetUniform, f);
1669 break;
1670 case GL_INT:
1671 case GL_INT_VEC2:
1672 case GL_INT_VEC3:
1673 case GL_INT_VEC4:
1674 applyUniformniv(targetUniform, i);
1675 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001676 default:
1677 UNREACHABLE();
1678 }
1679
1680 targetUniform->dirty = false;
1681 }
1682 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001683
1684 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001685 if (mDxUniformsDirty)
1686 {
1687 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1688 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1689 mDxUniformsDirty = false;
1690 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001691}
1692
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001693void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001695 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001696 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001697 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001698 }
1699
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001700 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001701 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001702 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001703 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001704}
1705
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001706void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001707{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001708 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1709 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001711 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001712 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001713 vector[i][0] = (GLfloat)v[4 * i + 0];
1714 vector[i][1] = (GLfloat)v[4 * i + 1];
1715 vector[i][2] = (GLfloat)v[4 * i + 2];
1716 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001717 }
1718
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001719 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001720}
1721
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001722void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001723{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001724 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1725 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001726
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001727 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001729 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1730 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1731 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1732 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001733 }
1734
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001735 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001736}
1737
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001738void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001739{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001740 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1741 gl::unorm<8>(clearParams.colorClearValue.red),
1742 gl::unorm<8>(clearParams.colorClearValue.green),
1743 gl::unorm<8>(clearParams.colorClearValue.blue));
1744 float depth = gl::clamp01(clearParams.depthClearValue);
1745 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001746
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001747 unsigned int stencilUnmasked = 0x0;
1748 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1749 {
1750 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1751 stencilUnmasked = (0x1 << stencilSize) - 1;
1752 }
1753
1754 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1755
1756 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1757 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1758 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1759 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1760 clearParams.colorMaskBlue && alphaUnmasked);
1761
1762 if (needMaskedColorClear || needMaskedStencilClear)
1763 {
1764 // State which is altered in all paths from this point to the clear call is saved.
1765 // State which is altered in only some paths will be flagged dirty in the case that
1766 // that path is taken.
1767 HRESULT hr;
1768 if (mMaskedClearSavedState == NULL)
1769 {
1770 hr = mDevice->BeginStateBlock();
1771 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1772
1773 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1774 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1775 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1776 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1777 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1778 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1779 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1780 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1781 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1782 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1783 mDevice->SetPixelShader(NULL);
1784 mDevice->SetVertexShader(NULL);
1785 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1786 mDevice->SetStreamSource(0, NULL, 0, 0);
1787 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1788 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1789 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1790 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1791 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1792 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1793 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1794
1795 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1796 {
1797 mDevice->SetStreamSourceFreq(i, 1);
1798 }
1799
1800 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1801 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1802 }
1803
1804 ASSERT(mMaskedClearSavedState != NULL);
1805
1806 if (mMaskedClearSavedState != NULL)
1807 {
1808 hr = mMaskedClearSavedState->Capture();
1809 ASSERT(SUCCEEDED(hr));
1810 }
1811
1812 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1813 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1814 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1815 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1816 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1817 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1818 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1819 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1820
1821 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1822 {
1823 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1824 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1825 clearParams.colorMaskGreen,
1826 clearParams.colorMaskBlue,
1827 clearParams.colorMaskAlpha));
1828 }
1829 else
1830 {
1831 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1832 }
1833
1834 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1835 {
1836 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1837 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1838 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1839 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1840 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1841 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1842 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1843 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1844 }
1845 else
1846 {
1847 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1848 }
1849
1850 mDevice->SetPixelShader(NULL);
1851 mDevice->SetVertexShader(NULL);
1852 mDevice->SetFVF(D3DFVF_XYZRHW);
1853 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1854 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1855 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1856 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1857 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1858 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1859 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1860
1861 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1862 {
1863 mDevice->SetStreamSourceFreq(i, 1);
1864 }
1865
1866 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1867 quad[0][0] = -0.5f;
1868 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1869 quad[0][2] = 0.0f;
1870 quad[0][3] = 1.0f;
1871
1872 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1873 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1874 quad[1][2] = 0.0f;
1875 quad[1][3] = 1.0f;
1876
1877 quad[2][0] = -0.5f;
1878 quad[2][1] = -0.5f;
1879 quad[2][2] = 0.0f;
1880 quad[2][3] = 1.0f;
1881
1882 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1883 quad[3][1] = -0.5f;
1884 quad[3][2] = 0.0f;
1885 quad[3][3] = 1.0f;
1886
1887 startScene();
1888 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1889
1890 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1891 {
1892 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1893 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1894 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1895 }
1896
1897 if (mMaskedClearSavedState != NULL)
1898 {
1899 mMaskedClearSavedState->Apply();
1900 }
1901 }
1902 else if (clearParams.mask)
1903 {
1904 DWORD dxClearFlags = 0;
1905 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1906 {
1907 dxClearFlags |= D3DCLEAR_TARGET;
1908 }
1909 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1910 {
1911 dxClearFlags |= D3DCLEAR_ZBUFFER;
1912 }
1913 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1914 {
1915 dxClearFlags |= D3DCLEAR_STENCIL;
1916 }
1917
1918 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1919 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001920}
1921
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001922void Renderer9::markAllStateDirty()
1923{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001924 mAppliedRenderTargetSerial = 0;
1925 mAppliedDepthbufferSerial = 0;
1926 mAppliedStencilbufferSerial = 0;
1927 mDepthStencilInitialized = false;
1928 mRenderTargetDescInitialized = false;
1929
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001930 mForceSetDepthStencilState = true;
1931 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001932 mForceSetScissor = true;
1933 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001934 mForceSetBlendState = true;
1935
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001936 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001937 {
1938 mForceSetVertexSamplerStates[i] = true;
1939 mCurVertexTextureSerials[i] = 0;
1940 }
1941 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1942 {
1943 mForceSetPixelSamplerStates[i] = true;
1944 mCurPixelTextureSerials[i] = 0;
1945 }
1946
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001947 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001948 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001949 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001950
1951 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001952}
1953
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001954void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001955{
1956 while (!mEventQueryPool.empty())
1957 {
1958 mEventQueryPool.back()->Release();
1959 mEventQueryPool.pop_back();
1960 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001961
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001962 if (mMaskedClearSavedState)
1963 {
1964 mMaskedClearSavedState->Release();
1965 mMaskedClearSavedState = NULL;
1966 }
1967
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001968 mVertexShaderCache.clear();
1969 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001970
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001971 delete mBlit;
1972 mBlit = NULL;
1973
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001974 delete mVertexDataManager;
1975 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001976
1977 delete mIndexDataManager;
1978 mIndexDataManager = NULL;
1979
1980 delete mLineLoopIB;
1981 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001982
1983 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1984 {
1985 delete mNullColorbufferCache[i].buffer;
1986 mNullColorbufferCache[i].buffer = NULL;
1987 }
1988
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001989}
1990
1991
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001992void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001993{
1994 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001995 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001996}
1997
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001998bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001999{
2000 return mDeviceLost;
2001}
2002
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002003// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002004bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002005{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002006 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002007
2008 if (mDeviceEx)
2009 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002010 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002011 }
2012 else if (mDevice)
2013 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002014 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002015 }
2016 else
2017 {
2018 // No device yet, so no reset required
2019 }
2020
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002021 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2022
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002023 if (isLost)
2024 {
2025 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002026 // we'll probably get this done again by notifyDeviceLost
2027 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002028 // Note that we don't want to clear the device loss status here
2029 // -- this needs to be done by resetDevice
2030 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002031 if (notify)
2032 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002033 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002034 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002035 }
2036
2037 return isLost;
2038}
2039
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002040bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002041{
2042 HRESULT status = D3D_OK;
2043
2044 if (mDeviceEx)
2045 {
2046 status = mDeviceEx->CheckDeviceState(NULL);
2047 }
2048 else if (mDevice)
2049 {
2050 status = mDevice->TestCooperativeLevel();
2051 }
2052
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002053 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2054 // On some systems, they return S_PRESENT_MODE_CHANGED
2055 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002056 switch (status)
2057 {
2058 case D3DERR_DEVICENOTRESET:
2059 case D3DERR_DEVICEHUNG:
2060 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002061 case S_PRESENT_MODE_CHANGED:
2062 case D3DERR_DEVICELOST:
2063 return (mDeviceEx != NULL);
2064 case D3DERR_DEVICEREMOVED:
2065 UNIMPLEMENTED();
2066 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002067 default:
2068 return false;
2069 }
2070}
2071
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002072bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002073{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002074 releaseDeviceResources();
2075
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002076 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2077
2078 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002079 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002080 int attempts = 3;
2081
2082 while (lost && attempts > 0)
2083 {
2084 if (mDeviceEx)
2085 {
2086 Sleep(500); // Give the graphics driver some CPU time
2087 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2088 }
2089 else
2090 {
2091 result = mDevice->TestCooperativeLevel();
2092 while (result == D3DERR_DEVICELOST)
2093 {
2094 Sleep(100); // Give the graphics driver some CPU time
2095 result = mDevice->TestCooperativeLevel();
2096 }
2097
2098 if (result == D3DERR_DEVICENOTRESET)
2099 {
2100 result = mDevice->Reset(&presentParameters);
2101 }
2102 }
2103
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002104 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002105 attempts --;
2106 }
2107
2108 if (FAILED(result))
2109 {
2110 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2111 return false;
2112 }
2113
2114 // reset device defaults
2115 initializeDevice();
2116 mDeviceLost = false;
2117
2118 return true;
2119}
2120
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002121DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002122{
2123 return mAdapterIdentifier.VendorId;
2124}
2125
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002126std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002127{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002128 std::ostringstream rendererString;
2129
2130 rendererString << mAdapterIdentifier.Description;
2131 if (getShareHandleSupport())
2132 {
2133 rendererString << " Direct3D9Ex";
2134 }
2135 else
2136 {
2137 rendererString << " Direct3D9";
2138 }
2139
2140 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2141 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2142
2143 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002144}
2145
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002146GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002147{
2148 return mAdapterIdentifier.DeviceIdentifier;
2149}
2150
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002151void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002152{
2153 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2154 {
2155 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2156 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2157
2158 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2159 }
2160}
2161
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002162bool Renderer9::getBGRATextureSupport() const
2163{
2164 // DirectX 9 always supports BGRA
2165 return true;
2166}
2167
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002168bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002169{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002170 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002171}
2172
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002173bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002174{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002175 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002176}
2177
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002178bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002179{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002180 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002181}
2182
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002183bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002184{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002185 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002186}
2187
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002188bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002189{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002190 *filtering = mFloat32FilterSupport;
2191 *renderable = mFloat32RenderSupport;
2192 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002193}
2194
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002195bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002196{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002197 *filtering = mFloat16FilterSupport;
2198 *renderable = mFloat16RenderSupport;
2199 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002200}
2201
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002202bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002204 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002205}
2206
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002207bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002209 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002210}
2211
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002212bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002213{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002214 return mSupportsTextureFilterAnisotropy;
2215}
2216
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002217float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002218{
2219 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002220 {
2221 return mDeviceCaps.MaxAnisotropy;
2222 }
2223 return 1.0f;
2224}
2225
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002226bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002227{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002228 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002229}
2230
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002231unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002232{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002233 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2234 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002235}
2236
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002237unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2238{
2239 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2240}
2241
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002242unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002243{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002244 return 2; // dx_HalfPixelSize and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002245}
2246
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002247unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002248{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002249 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002250}
2251
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002252unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002253{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002254 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2255}
2256
2257unsigned int Renderer9::getMaxFragmentUniformVectors() const
2258{
2259 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2260
2261 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2262}
2263
2264unsigned int Renderer9::getMaxVaryingVectors() const
2265{
2266 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002267}
2268
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002269bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002270{
2271 return mSupportsNonPower2Textures;
2272}
2273
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002274bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002275{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002276 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002277}
2278
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002279bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002280{
2281 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2282}
2283
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002284bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002285{
2286 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002287 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002288}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002289
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002290bool Renderer9::getDerivativeInstructionSupport() const
2291{
2292 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2293}
2294
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002295bool Renderer9::getPostSubBufferSupport() const
2296{
2297 return true;
2298}
2299
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002300int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002301{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002302 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002303}
2304
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002305float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002306{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002307 // Point size clamped at 1.0f for SM2
2308 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002309}
2310
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002311int Renderer9::getMaxViewportDimension() const
2312{
2313 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2314 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2315 return maxTextureDimension;
2316}
2317
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002318int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002319{
2320 return (int)mDeviceCaps.MaxTextureWidth;
2321}
2322
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002323int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002324{
2325 return (int)mDeviceCaps.MaxTextureHeight;
2326}
2327
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002328bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002329{
2330 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2331}
2332
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002333DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002334{
2335 return mDeviceCaps.DeclTypes;
2336}
2337
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002338int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002339{
2340 return mMinSwapInterval;
2341}
2342
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002343int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002344{
2345 return mMaxSwapInterval;
2346}
2347
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002348int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002349{
2350 return mMaxSupportedSamples;
2351}
2352
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002353int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002354{
2355 if (requested == 0)
2356 {
2357 return requested;
2358 }
2359
2360 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2361 if (itr == mMultiSampleSupport.end())
2362 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002363 if (format == D3DFMT_UNKNOWN)
2364 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002365 return -1;
2366 }
2367
2368 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2369 {
2370 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2371 {
2372 return i;
2373 }
2374 }
2375
2376 return -1;
2377}
2378
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002379D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2380{
2381 switch (internalformat)
2382 {
2383 case GL_DEPTH_COMPONENT16:
2384 case GL_DEPTH_COMPONENT32_OES:
2385 case GL_DEPTH24_STENCIL8_OES:
2386 return D3DFMT_INTZ;
2387 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2388 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2389 return D3DFMT_DXT1;
2390 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2391 return D3DFMT_DXT3;
2392 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2393 return D3DFMT_DXT5;
2394 case GL_RGBA32F_EXT:
2395 case GL_RGB32F_EXT:
2396 case GL_ALPHA32F_EXT:
2397 case GL_LUMINANCE32F_EXT:
2398 case GL_LUMINANCE_ALPHA32F_EXT:
2399 return D3DFMT_A32B32G32R32F;
2400 case GL_RGBA16F_EXT:
2401 case GL_RGB16F_EXT:
2402 case GL_ALPHA16F_EXT:
2403 case GL_LUMINANCE16F_EXT:
2404 case GL_LUMINANCE_ALPHA16F_EXT:
2405 return D3DFMT_A16B16G16R16F;
2406 case GL_LUMINANCE8_EXT:
2407 if (getLuminanceTextureSupport())
2408 {
2409 return D3DFMT_L8;
2410 }
2411 break;
2412 case GL_LUMINANCE8_ALPHA8_EXT:
2413 if (getLuminanceAlphaTextureSupport())
2414 {
2415 return D3DFMT_A8L8;
2416 }
2417 break;
2418 case GL_RGB8_OES:
2419 case GL_RGB565:
2420 return D3DFMT_X8R8G8B8;
2421 }
2422
2423 return D3DFMT_A8R8G8B8;
2424}
2425
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002426bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002427{
2428 bool result = false;
2429
2430 if (source && dest)
2431 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002432 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2433 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002434
2435 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002436 for (int i = 0; i < levels; ++i)
2437 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002438 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2439 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002440
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002441 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002442
2443 if (srcSurf) srcSurf->Release();
2444 if (dstSurf) dstSurf->Release();
2445
2446 if (!result)
2447 return false;
2448 }
2449 }
2450
2451 return result;
2452}
2453
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002454bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002455{
2456 bool result = false;
2457
2458 if (source && dest)
2459 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002460 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2461 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002462 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002463 for (int f = 0; f < 6; f++)
2464 {
2465 for (int i = 0; i < levels; i++)
2466 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002467 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2468 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002469
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002470 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002471
2472 if (srcSurf) srcSurf->Release();
2473 if (dstSurf) dstSurf->Release();
2474
2475 if (!result)
2476 return false;
2477 }
2478 }
2479 }
2480
2481 return result;
2482}
2483
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002484D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002485{
2486 if (mD3d9Ex != NULL)
2487 {
2488 return D3DPOOL_DEFAULT;
2489 }
2490 else
2491 {
2492 if (!(usage & D3DUSAGE_DYNAMIC))
2493 {
2494 return D3DPOOL_MANAGED;
2495 }
2496 }
2497
2498 return D3DPOOL_DEFAULT;
2499}
2500
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002501bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002502 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002503{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002504 RECT rect;
2505 rect.left = sourceRect.x;
2506 rect.top = sourceRect.y;
2507 rect.right = sourceRect.x + sourceRect.width;
2508 rect.bottom = sourceRect.y + sourceRect.height;
2509
2510 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002511}
2512
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002513bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002514 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002515{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002516 RECT rect;
2517 rect.left = sourceRect.x;
2518 rect.top = sourceRect.y;
2519 rect.right = sourceRect.x + sourceRect.width;
2520 rect.bottom = sourceRect.y + sourceRect.height;
2521
2522 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002523}
2524
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002525bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002526 bool blitRenderTarget, bool blitDepthStencil)
2527{
2528 endScene();
2529
2530 if (blitRenderTarget)
2531 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002532 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2533 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2534 RenderTarget9 *readRenderTarget = NULL;
2535 RenderTarget9 *drawRenderTarget = NULL;
2536 IDirect3DSurface9* readSurface = NULL;
2537 IDirect3DSurface9* drawSurface = NULL;
2538
2539 if (readBuffer)
2540 {
2541 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2542 }
2543 if (drawBuffer)
2544 {
2545 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2546 }
2547
2548 if (readRenderTarget)
2549 {
2550 readSurface = readRenderTarget->getSurface();
2551 }
2552 if (drawRenderTarget)
2553 {
2554 drawSurface = drawRenderTarget->getSurface();
2555 }
2556
2557 if (!readSurface || !drawSurface)
2558 {
2559 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002560 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002561 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002562
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002563 RECT srcRect;
2564 srcRect.left = readRect.x;
2565 srcRect.right = readRect.x + readRect.width;
2566 srcRect.top = readRect.y;
2567 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002568
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002569 RECT dstRect;
2570 dstRect.left = drawRect.x;
2571 dstRect.right = drawRect.x + drawRect.width;
2572 dstRect.top = drawRect.y;
2573 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002574
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002575 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002576
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002577 readSurface->Release();
2578 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002579
2580 if (FAILED(result))
2581 {
2582 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2583 return false;
2584 }
2585 }
2586
2587 if (blitDepthStencil)
2588 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002589 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2590 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2591 RenderTarget9 *readDepthStencil = NULL;
2592 RenderTarget9 *drawDepthStencil = NULL;
2593 IDirect3DSurface9* readSurface = NULL;
2594 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002595
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002596 if (readBuffer)
2597 {
2598 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2599 }
2600 if (drawBuffer)
2601 {
2602 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2603 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002604
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002605 if (readDepthStencil)
2606 {
2607 readSurface = readDepthStencil->getSurface();
2608 }
2609 if (drawDepthStencil)
2610 {
2611 drawSurface = drawDepthStencil->getSurface();
2612 }
2613
2614 if (!readSurface || !drawSurface)
2615 {
2616 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002617 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002618 }
2619
2620 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2621
2622 readSurface->Release();
2623 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002624
2625 if (FAILED(result))
2626 {
2627 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2628 return false;
2629 }
2630 }
2631
2632 return true;
2633}
2634
2635void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2636 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2637{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002638 RenderTarget9 *renderTarget = NULL;
2639 IDirect3DSurface9 *surface = NULL;
2640 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2641
2642 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002643 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002644 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2645 }
2646
2647 if (renderTarget)
2648 {
2649 surface = renderTarget->getSurface();
2650 }
2651
2652 if (!surface)
2653 {
2654 // context must be lost
2655 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002656 }
2657
2658 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002659 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002660
2661 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2662 {
2663 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002664 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002665 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002666 }
2667
2668 HRESULT result;
2669 IDirect3DSurface9 *systemSurface = NULL;
2670 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2671 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2672 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2673 if (directToPixels)
2674 {
2675 // Use the pixels ptr as a shared handle to write directly into client's memory
2676 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2677 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2678 if (FAILED(result))
2679 {
2680 // Try again without the shared handle
2681 directToPixels = false;
2682 }
2683 }
2684
2685 if (!directToPixels)
2686 {
2687 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2688 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2689 if (FAILED(result))
2690 {
2691 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002692 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002693 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002694 }
2695 }
2696
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002697 result = mDevice->GetRenderTargetData(surface, systemSurface);
2698 surface->Release();
2699 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002700
2701 if (FAILED(result))
2702 {
2703 systemSurface->Release();
2704
2705 // It turns out that D3D will sometimes produce more error
2706 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002707 if (d3d9::isDeviceLostError(result))
2708 {
2709 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002710 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002711 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002712 else
2713 {
2714 UNREACHABLE();
2715 return;
2716 }
2717
2718 }
2719
2720 if (directToPixels)
2721 {
2722 systemSurface->Release();
2723 return;
2724 }
2725
2726 RECT rect;
2727 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2728 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2729 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2730 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2731
2732 D3DLOCKED_RECT lock;
2733 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2734
2735 if (FAILED(result))
2736 {
2737 UNREACHABLE();
2738 systemSurface->Release();
2739
2740 return; // No sensible error to generate
2741 }
2742
2743 unsigned char *dest = (unsigned char*)pixels;
2744 unsigned short *dest16 = (unsigned short*)pixels;
2745
2746 unsigned char *source;
2747 int inputPitch;
2748 if (packReverseRowOrder)
2749 {
2750 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2751 inputPitch = -lock.Pitch;
2752 }
2753 else
2754 {
2755 source = (unsigned char*)lock.pBits;
2756 inputPitch = lock.Pitch;
2757 }
2758
2759 unsigned int fastPixelSize = 0;
2760
2761 if (desc.Format == D3DFMT_A8R8G8B8 &&
2762 format == GL_BGRA_EXT &&
2763 type == GL_UNSIGNED_BYTE)
2764 {
2765 fastPixelSize = 4;
2766 }
2767 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2768 format == GL_BGRA_EXT &&
2769 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2770 (desc.Format == D3DFMT_A1R5G5B5 &&
2771 format == GL_BGRA_EXT &&
2772 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2773 {
2774 fastPixelSize = 2;
2775 }
2776 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2777 format == GL_RGBA &&
2778 type == GL_HALF_FLOAT_OES)
2779 {
2780 fastPixelSize = 8;
2781 }
2782 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2783 format == GL_RGBA &&
2784 type == GL_FLOAT)
2785 {
2786 fastPixelSize = 16;
2787 }
2788
2789 for (int j = 0; j < rect.bottom - rect.top; j++)
2790 {
2791 if (fastPixelSize != 0)
2792 {
2793 // Fast path for formats which require no translation:
2794 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2795 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2796 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2797 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2798 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2799 //
2800 // Note that buffers with no alpha go through the slow path below.
2801 memcpy(dest + j * outputPitch,
2802 source + j * inputPitch,
2803 (rect.right - rect.left) * fastPixelSize);
2804 continue;
2805 }
2806
2807 for (int i = 0; i < rect.right - rect.left; i++)
2808 {
2809 float r;
2810 float g;
2811 float b;
2812 float a;
2813
2814 switch (desc.Format)
2815 {
2816 case D3DFMT_R5G6B5:
2817 {
2818 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2819
2820 a = 1.0f;
2821 b = (rgb & 0x001F) * (1.0f / 0x001F);
2822 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2823 r = (rgb & 0xF800) * (1.0f / 0xF800);
2824 }
2825 break;
2826 case D3DFMT_A1R5G5B5:
2827 {
2828 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2829
2830 a = (argb & 0x8000) ? 1.0f : 0.0f;
2831 b = (argb & 0x001F) * (1.0f / 0x001F);
2832 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2833 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2834 }
2835 break;
2836 case D3DFMT_A8R8G8B8:
2837 {
2838 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2839
2840 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2841 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2842 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2843 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2844 }
2845 break;
2846 case D3DFMT_X8R8G8B8:
2847 {
2848 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2849
2850 a = 1.0f;
2851 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2852 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2853 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2854 }
2855 break;
2856 case D3DFMT_A2R10G10B10:
2857 {
2858 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2859
2860 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2861 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2862 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2863 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2864 }
2865 break;
2866 case D3DFMT_A32B32G32R32F:
2867 {
2868 // float formats in D3D are stored rgba, rather than the other way round
2869 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2870 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2871 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2872 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2873 }
2874 break;
2875 case D3DFMT_A16B16G16R16F:
2876 {
2877 // float formats in D3D are stored rgba, rather than the other way round
2878 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2879 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2880 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2881 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2882 }
2883 break;
2884 default:
2885 UNIMPLEMENTED(); // FIXME
2886 UNREACHABLE();
2887 return;
2888 }
2889
2890 switch (format)
2891 {
2892 case GL_RGBA:
2893 switch (type)
2894 {
2895 case GL_UNSIGNED_BYTE:
2896 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2897 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2898 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2899 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2900 break;
2901 default: UNREACHABLE();
2902 }
2903 break;
2904 case GL_BGRA_EXT:
2905 switch (type)
2906 {
2907 case GL_UNSIGNED_BYTE:
2908 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2909 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2910 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2911 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2912 break;
2913 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2914 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2915 // this type is packed as follows:
2916 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2917 // --------------------------------------------------------------------------------
2918 // | 4th | 3rd | 2nd | 1st component |
2919 // --------------------------------------------------------------------------------
2920 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2921 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2922 ((unsigned short)(15 * a + 0.5f) << 12)|
2923 ((unsigned short)(15 * r + 0.5f) << 8) |
2924 ((unsigned short)(15 * g + 0.5f) << 4) |
2925 ((unsigned short)(15 * b + 0.5f) << 0);
2926 break;
2927 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2928 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2929 // this type is packed as follows:
2930 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2931 // --------------------------------------------------------------------------------
2932 // | 4th | 3rd | 2nd | 1st component |
2933 // --------------------------------------------------------------------------------
2934 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2935 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2936 ((unsigned short)( a + 0.5f) << 15) |
2937 ((unsigned short)(31 * r + 0.5f) << 10) |
2938 ((unsigned short)(31 * g + 0.5f) << 5) |
2939 ((unsigned short)(31 * b + 0.5f) << 0);
2940 break;
2941 default: UNREACHABLE();
2942 }
2943 break;
2944 case GL_RGB:
2945 switch (type)
2946 {
2947 case GL_UNSIGNED_SHORT_5_6_5:
2948 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2949 ((unsigned short)(31 * b + 0.5f) << 0) |
2950 ((unsigned short)(63 * g + 0.5f) << 5) |
2951 ((unsigned short)(31 * r + 0.5f) << 11);
2952 break;
2953 case GL_UNSIGNED_BYTE:
2954 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2955 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2956 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2957 break;
2958 default: UNREACHABLE();
2959 }
2960 break;
2961 default: UNREACHABLE();
2962 }
2963 }
2964 }
2965
2966 systemSurface->UnlockRect();
2967
2968 systemSurface->Release();
2969}
2970
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002971RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2972{
2973 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2974 IDirect3DSurface9 *surface = NULL;
2975 if (depth)
2976 {
2977 surface = swapChain9->getDepthStencil();
2978 }
2979 else
2980 {
2981 surface = swapChain9->getRenderTarget();
2982 }
2983
2984 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2985
2986 return renderTarget;
2987}
2988
2989RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2990{
2991 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2992 return renderTarget;
2993}
2994
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002995ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002996{
2997 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002998
2999 switch (type)
3000 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003001 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003002 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003003 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003004 if (vshader)
3005 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003006 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003007 }
3008 }
3009 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003010 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003011 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003012 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003013 if (pshader)
3014 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003015 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003016 }
3017 }
3018 break;
3019 default:
3020 UNREACHABLE();
3021 break;
3022 }
3023
3024 return executable;
3025}
3026
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003027ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003028{
3029 const char *profile = NULL;
3030
3031 switch (type)
3032 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003033 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003034 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3035 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003036 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003037 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3038 break;
3039 default:
3040 UNREACHABLE();
3041 return NULL;
3042 }
3043
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003044 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003045 if (!binary)
3046 return NULL;
3047
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003048 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003049 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003050
3051 return executable;
3052}
3053
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003054bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3055{
3056 return mBlit->boxFilter(source, dest);
3057}
3058
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003059D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003060{
3061 if (mD3d9Ex != NULL)
3062 {
3063 return D3DPOOL_DEFAULT;
3064 }
3065 else
3066 {
3067 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3068 {
3069 return D3DPOOL_MANAGED;
3070 }
3071 }
3072
3073 return D3DPOOL_DEFAULT;
3074}
3075
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003076bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3077{
3078 if (source && dest)
3079 {
3080 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003081
3082 if (fromManaged)
3083 {
3084 D3DSURFACE_DESC desc;
3085 source->GetDesc(&desc);
3086
3087 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003088 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003089
3090 if (SUCCEEDED(result))
3091 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003092 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003093 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003094 surf->Release();
3095 }
3096 }
3097 else
3098 {
3099 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003100 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003101 }
3102
3103 if (FAILED(result))
3104 {
3105 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3106 return false;
3107 }
3108 }
3109
3110 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003111}
3112
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003113Image *Renderer9::createImage()
3114{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003115 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003116}
3117
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003118void Renderer9::generateMipmap(Image *dest, Image *src)
3119{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003120 Image9 *src9 = Image9::makeImage9(src);
3121 Image9 *dst9 = Image9::makeImage9(dest);
3122 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003123}
3124
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003125TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3126{
3127 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3128 return new TextureStorage9_2D(this, swapChain9);
3129}
3130
3131TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3132{
3133 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3134}
3135
3136TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3137{
3138 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3139}
3140
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003141}