blob: 89349490a17813df621f240b3c81a0eb1183d746 [file] [log] [blame]
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/Program.h"
16#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000017#include "libGLESv2/renderer/IndexDataManager.h"
18#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000019#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000020#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000021#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000023#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000024#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000025#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000026#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000027#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000028#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000029#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000030#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000031#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000032
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000033#include <sstream>
34
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
36#define REF_RAST 0
37
38// The "Debug This Pixel..." feature in PIX often fails when using the
39// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
40// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
41#if !defined(ANGLE_ENABLE_D3D9EX)
42// Enables use of the IDirect3D9Ex interface, when available
43#define ANGLE_ENABLE_D3D9EX 1
44#endif // !defined(ANGLE_ENABLE_D3D9EX)
45
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000046namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000047{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000048static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000049 {
50 D3DFMT_A1R5G5B5,
51 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
52 D3DFMT_A8R8G8B8,
53 D3DFMT_R5G6B5,
54 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
55 D3DFMT_X8R8G8B8
56 };
57
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_UNKNOWN,
61 // D3DFMT_D16_LOCKABLE,
62 D3DFMT_D32,
63 // D3DFMT_D15S1,
64 D3DFMT_D24S8,
65 D3DFMT_D24X8,
66 // D3DFMT_D24X4S4,
67 D3DFMT_D16,
68 // D3DFMT_D32F_LOCKABLE,
69 // D3DFMT_D24FS8
70 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000071
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000072enum
73{
74 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
75};
76
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000077Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000078{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000079 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000080
81 mD3d9 = NULL;
82 mD3d9Ex = NULL;
83 mDevice = NULL;
84 mDeviceEx = NULL;
85 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000086 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000087
88 mAdapter = D3DADAPTER_DEFAULT;
89
90 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
91 mDeviceType = D3DDEVTYPE_REF;
92 #else
93 mDeviceType = D3DDEVTYPE_HAL;
94 #endif
95
96 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000097
98 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000099
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000100 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000101
102 mVertexDataManager = NULL;
103 mIndexDataManager = NULL;
104 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000105
106 mMaxNullColorbufferLRU = 0;
107 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
108 {
109 mNullColorbufferCache[i].lruCount = 0;
110 mNullColorbufferCache[i].width = 0;
111 mNullColorbufferCache[i].height = 0;
112 mNullColorbufferCache[i].buffer = NULL;
113 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000114}
115
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000116Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000117{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000118 releaseDeviceResources();
119
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000120 if (mDevice)
121 {
122 // 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 +0000123 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000124 {
125 resetDevice();
126 }
127
128 mDevice->Release();
129 mDevice = NULL;
130 }
131
132 if (mDeviceEx)
133 {
134 mDeviceEx->Release();
135 mDeviceEx = NULL;
136 }
137
138 if (mD3d9)
139 {
140 mD3d9->Release();
141 mD3d9 = NULL;
142 }
143
144 if (mDeviceWindow)
145 {
146 DestroyWindow(mDeviceWindow);
147 mDeviceWindow = NULL;
148 }
149
150 if (mD3d9Ex)
151 {
152 mD3d9Ex->Release();
153 mD3d9Ex = NULL;
154 }
155
156 if (mD3d9Module)
157 {
158 mD3d9Module = NULL;
159 }
160
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000161 while (!mMultiSampleSupport.empty())
162 {
163 delete [] mMultiSampleSupport.begin()->second;
164 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
165 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000166}
167
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000168Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
169{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000170 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000171 return static_cast<rx::Renderer9*>(renderer);
172}
173
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000174EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000175{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000176 if (!initializeCompiler())
177 {
178 return EGL_NOT_INITIALIZED;
179 }
180
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000181 if (mSoftwareDevice)
182 {
183 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
184 }
185 else
186 {
187 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
188 }
189
190 if (mD3d9Module == NULL)
191 {
192 ERR("No D3D9 module found - aborting!\n");
193 return EGL_NOT_INITIALIZED;
194 }
195
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000196 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
197 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
198
199 // Use Direct3D9Ex if available. Among other things, this version is less
200 // inclined to report a lost context, for example when the user switches
201 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
202 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
203 {
204 ASSERT(mD3d9Ex);
205 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
206 ASSERT(mD3d9);
207 }
208 else
209 {
210 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
211 }
212
213 if (!mD3d9)
214 {
215 ERR("Could not create D3D9 device - aborting!\n");
216 return EGL_NOT_INITIALIZED;
217 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000218
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000219 if (mDc != NULL)
220 {
221 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
222 }
223
224 HRESULT result;
225
226 // Give up on getting device caps after about one second.
227 for (int i = 0; i < 10; ++i)
228 {
229 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
230 if (SUCCEEDED(result))
231 {
232 break;
233 }
234 else if (result == D3DERR_NOTAVAILABLE)
235 {
236 Sleep(100); // Give the driver some time to initialize/recover
237 }
238 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
239 {
240 ERR("failed to get device caps (0x%x)\n", result);
241 return EGL_NOT_INITIALIZED;
242 }
243 }
244
245 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
246 {
247 ERR("Renderer does not support PS 2.0. aborting!\n");
248 return EGL_NOT_INITIALIZED;
249 }
250
251 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
252 // This is required by Texture2D::convertToRenderTarget.
253 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
254 {
255 ERR("Renderer does not support stretctrect from textures!\n");
256 return EGL_NOT_INITIALIZED;
257 }
258
259 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
260
261 // ATI cards on XP have problems with non-power-of-two textures.
262 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
263 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
264 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
265 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
266
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000267 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
268 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
269
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000270 mMinSwapInterval = 4;
271 mMaxSwapInterval = 0;
272
273 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
274 {
275 mMinSwapInterval = std::min(mMinSwapInterval, 0);
276 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
277 }
278 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
279 {
280 mMinSwapInterval = std::min(mMinSwapInterval, 1);
281 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
282 }
283 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
284 {
285 mMinSwapInterval = std::min(mMinSwapInterval, 2);
286 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
287 }
288 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
289 {
290 mMinSwapInterval = std::min(mMinSwapInterval, 3);
291 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
292 }
293 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
294 {
295 mMinSwapInterval = std::min(mMinSwapInterval, 4);
296 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
297 }
298
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000299 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000300 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000301 {
302 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000303 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
304 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000305
306 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
307 {
308 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
309 {
310 max = j;
311 }
312 }
313 }
314
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000315 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000316 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000317 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000318 continue;
319
320 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000321 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
322 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000323
324 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
325 {
326 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
327 {
328 max = j;
329 }
330 }
331 }
332
333 mMaxSupportedSamples = max;
334
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000335 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
336 static const TCHAR className[] = TEXT("STATIC");
337
338 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
339
340 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
341 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
342
343 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
344 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
345 {
346 return EGL_BAD_ALLOC;
347 }
348
349 if (FAILED(result))
350 {
351 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
352
353 if (FAILED(result))
354 {
355 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
356 return EGL_BAD_ALLOC;
357 }
358 }
359
360 if (mD3d9Ex)
361 {
362 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
363 ASSERT(SUCCEEDED(result));
364 }
365
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000366 mVertexShaderCache.initialize(mDevice);
367 mPixelShaderCache.initialize(mDevice);
368
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000369 // Check occlusion query support
370 IDirect3DQuery9 *occlusionQuery = NULL;
371 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
372 {
373 occlusionQuery->Release();
374 mOcclusionQuerySupport = true;
375 }
376 else
377 {
378 mOcclusionQuerySupport = false;
379 }
380
381 // Check event query support
382 IDirect3DQuery9 *eventQuery = NULL;
383 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
384 {
385 eventQuery->Release();
386 mEventQuerySupport = true;
387 }
388 else
389 {
390 mEventQuerySupport = false;
391 }
392
393 D3DDISPLAYMODE currentDisplayMode;
394 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
395
396 // Check vertex texture support
397 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
398 // We test this using D3D9 by checking support for the R16F format.
399 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
400 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
401 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
402
403 // Check depth texture support
404 // we use INTZ for depth textures in Direct3D9
405 // we also want NULL texture support to ensure the we can make depth-only FBOs
406 // see http://aras-p.info/texts/D3D9GPUHacks.html
407 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
408 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
409 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
410 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
411
412 // Check 32 bit floating point texture support
413 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
414 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
415 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
416 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
417
418 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
419 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
420 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
421 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
422
423 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
424 {
425 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
426 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
427 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
428 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
429 }
430 else
431 {
432 mFloat32TextureSupport = true;
433 }
434
435 // Check 16 bit floating point texture support
436 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
437 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
438 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
439 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
440
441 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
442 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
443 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
444 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
445
446 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
447 {
448 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
449 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
450 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
451 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
452 }
453 else
454 {
455 mFloat16TextureSupport = true;
456 }
457
458 // Check DXT texture support
459 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
460 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
461 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
462
463 // Check luminance[alpha] texture support
464 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
465 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
466
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000467 initializeDevice();
468
469 return EGL_SUCCESS;
470}
471
472// do any one-time device initialization
473// NOTE: this is also needed after a device lost/reset
474// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000475void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000476{
477 // Permanent non-default states
478 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
479 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
480
481 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
482 {
483 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
484 }
485 else
486 {
487 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
488 }
489
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000490 markAllStateDirty();
491
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000492 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000493
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000494 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000495 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000496 mVertexDataManager = new rx::VertexDataManager(this);
497 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000498}
499
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000500D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000501{
502 D3DPRESENT_PARAMETERS presentParameters = {0};
503
504 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
505 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
506 presentParameters.BackBufferCount = 1;
507 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
508 presentParameters.BackBufferWidth = 1;
509 presentParameters.BackBufferHeight = 1;
510 presentParameters.EnableAutoDepthStencil = FALSE;
511 presentParameters.Flags = 0;
512 presentParameters.hDeviceWindow = mDeviceWindow;
513 presentParameters.MultiSampleQuality = 0;
514 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
515 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
516 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
517 presentParameters.Windowed = TRUE;
518
519 return presentParameters;
520}
521
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000522int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000523{
524 D3DDISPLAYMODE currentDisplayMode;
525 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
526
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000527 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
528 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000529 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
530 int numConfigs = 0;
531
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000532 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000533 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000534 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000535
536 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
537
538 if (SUCCEEDED(result))
539 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000540 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000541 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000542 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000543 HRESULT result = D3D_OK;
544
545 if(depthStencilFormat != D3DFMT_UNKNOWN)
546 {
547 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
548 }
549
550 if (SUCCEEDED(result))
551 {
552 if(depthStencilFormat != D3DFMT_UNKNOWN)
553 {
554 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
555 }
556
557 if (SUCCEEDED(result))
558 {
559 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000560 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
561 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000562 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
563 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
564
565 (*configDescList)[numConfigs++] = newConfig;
566 }
567 }
568 }
569 }
570 }
571
572 return numConfigs;
573}
574
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000575void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000576{
577 delete [] (configDescList);
578}
579
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000580void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000581{
582 if (!mSceneStarted)
583 {
584 long result = mDevice->BeginScene();
585 if (SUCCEEDED(result)) {
586 // This is defensive checking against the device being
587 // lost at unexpected times.
588 mSceneStarted = true;
589 }
590 }
591}
592
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000593void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000594{
595 if (mSceneStarted)
596 {
597 // EndScene can fail if the device was lost, for example due
598 // to a TDR during a draw call.
599 mDevice->EndScene();
600 mSceneStarted = false;
601 }
602}
603
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000604void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000605{
606 HRESULT result;
607
608 IDirect3DQuery9* query = allocateEventQuery();
609 if (!query)
610 {
611 return;
612 }
613
614 result = query->Issue(D3DISSUE_END);
615 ASSERT(SUCCEEDED(result));
616
617 do
618 {
619 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
620
621 if(block && result == S_FALSE)
622 {
623 // Keep polling, but allow other threads to do something useful first
624 Sleep(0);
625 // explicitly check for device loss
626 // some drivers seem to return S_FALSE even if the device is lost
627 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000628 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000629 {
630 result = D3DERR_DEVICELOST;
631 }
632 }
633 }
634 while(block && result == S_FALSE);
635
636 freeEventQuery(query);
637
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000638 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000639 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000640 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000641 }
642}
643
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000644SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
645{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000646 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000647}
648
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000649IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000650{
651 IDirect3DQuery9 *query = NULL;
652
653 if (mEventQueryPool.empty())
654 {
655 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
656 ASSERT(SUCCEEDED(result));
657 }
658 else
659 {
660 query = mEventQueryPool.back();
661 mEventQueryPool.pop_back();
662 }
663
664 return query;
665}
666
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000667void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000668{
669 if (mEventQueryPool.size() > 1000)
670 {
671 query->Release();
672 }
673 else
674 {
675 mEventQueryPool.push_back(query);
676 }
677}
678
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000679IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000680{
681 return mVertexShaderCache.create(function, length);
682}
683
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000684IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000685{
686 return mPixelShaderCache.create(function, length);
687}
688
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000689HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
690{
691 D3DPOOL Pool = getBufferPool(Usage);
692 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
693}
694
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000695VertexBuffer *Renderer9::createVertexBuffer()
696{
697 return new VertexBuffer9(this);
698}
699
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000700HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
701{
702 D3DPOOL Pool = getBufferPool(Usage);
703 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
704}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000705
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000706IndexBuffer *Renderer9::createIndexBuffer()
707{
708 return new IndexBuffer9(this);
709}
710
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000711BufferStorage *Renderer9::createBufferStorage()
712{
713 return new BufferStorage9();
714}
715
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000716QueryImpl *Renderer9::createQuery(GLenum type)
717{
718 return new Query9(this, type);
719}
720
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000721FenceImpl *Renderer9::createFence()
722{
723 return new Fence9(this);
724}
725
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000726void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000727{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000728 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
729 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000730
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000731 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000732 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000733 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
734 int d3dSampler = index + d3dSamplerOffset;
735
736 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
737 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
738
739 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
740 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
741 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
742 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
744 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
745 if (mSupportsTextureFilterAnisotropy)
746 {
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
748 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000749 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000750
751 forceSetSamplers[index] = false;
752 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000753}
754
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000755void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000756{
757 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
758 int d3dSampler = index + d3dSamplerOffset;
759 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000760 unsigned int serial = 0;
761 bool forceSetTexture = false;
762
763 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000764
765 if (texture)
766 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000767 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000768 if (texStorage)
769 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000770 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000771 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000772 }
773 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000774 // in the texture class and we're unexpectedly missing the d3d texture
775 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000776
777 serial = texture->getTextureSerial();
778 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000779 }
780
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000781 if (forceSetTexture || appliedSerials[index] != serial)
782 {
783 mDevice->SetTexture(d3dSampler, d3dTexture);
784 }
785
786 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000787}
788
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000789void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000790{
791 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000792
793 if (rasterStateChanged)
794 {
795 // Set the cull mode
796 if (rasterState.cullFace)
797 {
798 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
799 }
800 else
801 {
802 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
803 }
804
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000805 if (rasterState.polygonOffsetFill)
806 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000807 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000808 {
809 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
810
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000811 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000812 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
813 }
814 }
815 else
816 {
817 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
818 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
819 }
820
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000821 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000822 }
823
824 mForceSetRasterState = false;
825}
826
827void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
828{
829 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
830 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
831 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
832
833 if (blendStateChanged || blendColorChanged)
834 {
835 if (blendState.blend)
836 {
837 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
838
839 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
840 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
841 {
842 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
843 }
844 else
845 {
846 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
847 gl::unorm<8>(blendColor.alpha),
848 gl::unorm<8>(blendColor.alpha),
849 gl::unorm<8>(blendColor.alpha)));
850 }
851
852 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
853 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
854 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
855
856 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
857 blendState.destBlendRGB != blendState.destBlendAlpha ||
858 blendState.blendEquationRGB != blendState.blendEquationAlpha)
859 {
860 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
861
862 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
863 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
864 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
865 }
866 else
867 {
868 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
869 }
870 }
871 else
872 {
873 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
874 }
875
876 if (blendState.sampleAlphaToCoverage)
877 {
878 FIXME("Sample alpha to coverage is unimplemented.");
879 }
880
881 // Set the color mask
882 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
883 // Apparently some ATI cards have a bug where a draw with a zero color
884 // write mask can cause later draws to have incorrect results. Instead,
885 // set a nonzero color write mask but modify the blend state so that no
886 // drawing is done.
887 // http://code.google.com/p/angleproject/issues/detail?id=169
888
889 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
890 blendState.colorMaskBlue, blendState.colorMaskAlpha);
891 if (colorMask == 0 && !zeroColorMaskAllowed)
892 {
893 // Enable green channel, but set blending so nothing will be drawn.
894 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
895 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
896
897 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
898 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
899 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
900 }
901 else
902 {
903 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
904 }
905
906 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
907
908 mCurBlendState = blendState;
909 mCurBlendColor = blendColor;
910 }
911
912 if (sampleMaskChanged)
913 {
914 // Set the multisample mask
915 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
916 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
917
918 mCurSampleMask = sampleMask;
919 }
920
921 mForceSetBlendState = false;
922}
923
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000924void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000925 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000926{
927 bool depthStencilStateChanged = mForceSetDepthStencilState ||
928 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000929 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
930 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000931 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000932
933 if (depthStencilStateChanged)
934 {
935 if (depthStencilState.depthTest)
936 {
937 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
938 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
939 }
940 else
941 {
942 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
943 }
944
945 mCurDepthStencilState = depthStencilState;
946 }
947
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000948 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000949 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000950 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000951 {
952 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
953 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
954
955 // FIXME: Unsupported by D3D9
956 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
957 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
958 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
959 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000960 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000961 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
962 {
963 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 +0000964 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000965 }
966
967 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000968 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000969
970 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
971 depthStencilState.stencilWritemask);
972 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
973 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
974
975 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000976 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000977 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
978 depthStencilState.stencilMask);
979
980 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
981 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
982 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
983 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
986
987 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
988 depthStencilState.stencilBackWritemask);
989 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
990 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
991
992 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000993 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000994 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
995 depthStencilState.stencilBackMask);
996
997 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
998 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
999 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1000 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1002 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1003 }
1004 else
1005 {
1006 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1007 }
1008
1009 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1010
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001011 mCurStencilRef = stencilRef;
1012 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001013 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001014 }
1015
1016 mForceSetDepthStencilState = false;
1017}
1018
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001019void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001021 bool scissorChanged = mForceSetScissor ||
1022 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1023 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001024
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001025 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001026 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001027 if (enabled)
1028 {
1029 RECT rect;
1030 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1031 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1032 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1033 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1034 mDevice->SetScissorRect(&rect);
1035 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001036
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001037 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1038
1039 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001040 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001041 }
1042
1043 mForceSetScissor = false;
1044}
1045
daniel@transgaming.com12985182012-12-20 20:56:31 +00001046bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001047 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001048{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001049 gl::Rectangle actualViewport = viewport;
1050 float actualZNear = gl::clamp01(zNear);
1051 float actualZFar = gl::clamp01(zFar);
1052 if (ignoreViewport)
1053 {
1054 actualViewport.x = 0;
1055 actualViewport.y = 0;
1056 actualViewport.width = mRenderTargetDesc.width;
1057 actualViewport.height = mRenderTargetDesc.height;
1058 actualZNear = 0.0f;
1059 actualZFar = 1.0f;
1060 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001061
1062 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001063 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1064 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1065 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1066 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1067 dxViewport.MinZ = actualZNear;
1068 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001069
1070 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1071 {
1072 return false; // Nothing to render
1073 }
1074
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001075 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1076 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001077 if (viewportChanged)
1078 {
1079 mDevice->SetViewport(&dxViewport);
1080
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001081 mCurViewport = actualViewport;
1082 mCurNear = actualZNear;
1083 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001084
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001085 dx_VertexConstants vc = {0};
1086 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001087
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001088 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1089 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001091 pc.coord[0] = actualViewport.width * 0.5f;
1092 pc.coord[1] = actualViewport.height * 0.5f;
1093 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
1094 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001095
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001096 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1097 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1098 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1099
1100 vc.depthRange[0] = actualZNear;
1101 vc.depthRange[1] = actualZFar;
1102 vc.depthRange[2] = actualZFar - actualZNear;
1103
1104 pc.depthRange[0] = actualZNear;
1105 pc.depthRange[1] = actualZFar;
1106 pc.depthRange[2] = actualZFar - actualZNear;
1107
1108 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1109 {
1110 mVertexConstants = vc;
1111 mDxUniformsDirty = true;
1112 }
1113
1114 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1115 {
1116 mPixelConstants = pc;
1117 mDxUniformsDirty = true;
1118 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001119 }
1120
1121 mForceSetViewport = false;
1122 return true;
1123}
1124
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001125bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1126{
1127 switch (mode)
1128 {
1129 case GL_POINTS:
1130 mPrimitiveType = D3DPT_POINTLIST;
1131 mPrimitiveCount = count;
1132 break;
1133 case GL_LINES:
1134 mPrimitiveType = D3DPT_LINELIST;
1135 mPrimitiveCount = count / 2;
1136 break;
1137 case GL_LINE_LOOP:
1138 mPrimitiveType = D3DPT_LINESTRIP;
1139 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1140 break;
1141 case GL_LINE_STRIP:
1142 mPrimitiveType = D3DPT_LINESTRIP;
1143 mPrimitiveCount = count - 1;
1144 break;
1145 case GL_TRIANGLES:
1146 mPrimitiveType = D3DPT_TRIANGLELIST;
1147 mPrimitiveCount = count / 3;
1148 break;
1149 case GL_TRIANGLE_STRIP:
1150 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1151 mPrimitiveCount = count - 2;
1152 break;
1153 case GL_TRIANGLE_FAN:
1154 mPrimitiveType = D3DPT_TRIANGLEFAN;
1155 mPrimitiveCount = count - 2;
1156 break;
1157 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001158 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001159 }
1160
1161 return mPrimitiveCount > 0;
1162}
1163
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001164
1165gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1166{
1167 if (!depthbuffer)
1168 {
1169 ERR("Unexpected null depthbuffer for depth-only FBO.");
1170 return NULL;
1171 }
1172
1173 GLsizei width = depthbuffer->getWidth();
1174 GLsizei height = depthbuffer->getHeight();
1175
1176 // search cached nullcolorbuffers
1177 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1178 {
1179 if (mNullColorbufferCache[i].buffer != NULL &&
1180 mNullColorbufferCache[i].width == width &&
1181 mNullColorbufferCache[i].height == height)
1182 {
1183 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1184 return mNullColorbufferCache[i].buffer;
1185 }
1186 }
1187
1188 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1189
1190 // add nullbuffer to the cache
1191 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1192 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1193 {
1194 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1195 {
1196 oldest = &mNullColorbufferCache[i];
1197 }
1198 }
1199
1200 delete oldest->buffer;
1201 oldest->buffer = nullbuffer;
1202 oldest->lruCount = ++mMaxNullColorbufferLRU;
1203 oldest->width = width;
1204 oldest->height = height;
1205
1206 return nullbuffer;
1207}
1208
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001209bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001210{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001211 // if there is no color attachment we must synthesize a NULL colorattachment
1212 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1213 gl::Renderbuffer *renderbufferObject = NULL;
1214 if (framebuffer->getColorbufferType() != GL_NONE)
1215 {
1216 renderbufferObject = framebuffer->getColorbuffer();
1217 }
1218 else
1219 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001220 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001221 }
1222 if (!renderbufferObject)
1223 {
1224 ERR("unable to locate renderbuffer for FBO.");
1225 return false;
1226 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001227
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001228 bool renderTargetChanged = false;
1229 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1230 if (renderTargetSerial != mAppliedRenderTargetSerial)
1231 {
1232 // Apply the render target on the device
1233 IDirect3DSurface9 *renderTargetSurface = NULL;
1234
1235 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1236 if (renderTarget)
1237 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001238 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001239 }
1240
1241 if (!renderTargetSurface)
1242 {
1243 ERR("render target pointer unexpectedly null.");
1244 return false; // Context must be lost
1245 }
1246
1247 mDevice->SetRenderTarget(0, renderTargetSurface);
1248 renderTargetSurface->Release();
1249
1250 mAppliedRenderTargetSerial = renderTargetSerial;
1251 renderTargetChanged = true;
1252 }
1253
1254 gl::Renderbuffer *depthStencil = NULL;
1255 unsigned int depthbufferSerial = 0;
1256 unsigned int stencilbufferSerial = 0;
1257 if (framebuffer->getDepthbufferType() != GL_NONE)
1258 {
1259 depthStencil = framebuffer->getDepthbuffer();
1260 if (!depthStencil)
1261 {
1262 ERR("Depth stencil pointer unexpectedly null.");
1263 return false;
1264 }
1265
1266 depthbufferSerial = depthStencil->getSerial();
1267 }
1268 else if (framebuffer->getStencilbufferType() != GL_NONE)
1269 {
1270 depthStencil = framebuffer->getStencilbuffer();
1271 if (!depthStencil)
1272 {
1273 ERR("Depth stencil pointer unexpectedly null.");
1274 return false;
1275 }
1276
1277 stencilbufferSerial = depthStencil->getSerial();
1278 }
1279
1280 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1281 stencilbufferSerial != mAppliedStencilbufferSerial ||
1282 !mDepthStencilInitialized)
1283 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001284 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001285 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001286
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001287 // Apply the depth stencil on the device
1288 if (depthStencil)
1289 {
1290 IDirect3DSurface9 *depthStencilSurface = NULL;
1291 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1292
1293 if (depthStencilRenderTarget)
1294 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001295 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001296 }
1297
1298 if (!depthStencilSurface)
1299 {
1300 ERR("depth stencil pointer unexpectedly null.");
1301 return false; // Context must be lost
1302 }
1303
1304 mDevice->SetDepthStencilSurface(depthStencilSurface);
1305 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001306
1307 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001308 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001309 }
1310 else
1311 {
1312 mDevice->SetDepthStencilSurface(NULL);
1313 }
1314
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001315 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1316 {
1317 mCurDepthSize = depthSize;
1318 mForceSetRasterState = true;
1319 }
1320
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001321 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1322 {
1323 mCurStencilSize = stencilSize;
1324 mForceSetDepthStencilState = true;
1325 }
1326
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001327 mAppliedDepthbufferSerial = depthbufferSerial;
1328 mAppliedStencilbufferSerial = stencilbufferSerial;
1329 mDepthStencilInitialized = true;
1330 }
1331
1332 if (renderTargetChanged || !mRenderTargetDescInitialized)
1333 {
1334 mForceSetScissor = true;
1335 mForceSetViewport = true;
1336
1337 mRenderTargetDesc.width = renderbufferObject->getWidth();
1338 mRenderTargetDesc.height = renderbufferObject->getHeight();
1339 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1340 mRenderTargetDescInitialized = true;
1341 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001342
1343 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001344}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001345
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001346GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001347{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001348 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001349 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1350 if (err != GL_NO_ERROR)
1351 {
1352 return err;
1353 }
1354
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001355 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1356}
1357
1358// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001359GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001360{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001361 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001362
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001363 if (err == GL_NO_ERROR)
1364 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001365 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001366 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001367 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1368
1369 mDevice->SetIndices(indexBuffer->getBuffer());
1370 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001371 }
1372 }
1373
1374 return err;
1375}
1376
1377void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1378{
1379 startScene();
1380
1381 if (mode == GL_LINE_LOOP)
1382 {
1383 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1384 }
1385 else if (instances > 0)
1386 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001387 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001388 if (countingIB)
1389 {
1390 if (mAppliedIBSerial != countingIB->getSerial())
1391 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001392 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1393
1394 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001395 mAppliedIBSerial = countingIB->getSerial();
1396 }
1397
1398 for (int i = 0; i < mRepeatDraw; i++)
1399 {
1400 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1401 }
1402 }
1403 else
1404 {
1405 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001406 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001407 }
1408 }
1409 else // Regular case
1410 {
1411 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1412 }
1413}
1414
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001415void 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 +00001416{
1417 startScene();
1418
1419 if (mode == GL_LINE_LOOP)
1420 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001421 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001422 }
1423 else
1424 {
1425 for (int i = 0; i < mRepeatDraw; i++)
1426 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001427 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1428 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001429 }
1430 }
1431}
1432
1433void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1434{
1435 // Get the raw indices for an indexed draw
1436 if (type != GL_NONE && elementArrayBuffer)
1437 {
1438 gl::Buffer *indexBuffer = elementArrayBuffer;
1439 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1440 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1441 }
1442
1443 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001444
1445 if (get32BitIndexSupport())
1446 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001447 if (!mLineLoopIB)
1448 {
1449 mLineLoopIB = new StreamingIndexBufferInterface(this);
1450 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1451 {
1452 delete mLineLoopIB;
1453 mLineLoopIB = NULL;
1454
1455 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001456 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001457 }
1458 }
1459
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001460 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001461 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001462 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001463 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001464 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001465 }
1466
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001467 void* mappedMemory = NULL;
1468 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1469 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001470 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001471 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001472 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001473 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001474
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001475 startIndex = static_cast<UINT>(offset) / 4;
1476 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1477
1478 switch (type)
1479 {
1480 case GL_NONE: // Non-indexed draw
1481 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001482 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001483 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001484 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001485 data[count] = 0;
1486 break;
1487 case GL_UNSIGNED_BYTE:
1488 for (int i = 0; i < count; i++)
1489 {
1490 data[i] = static_cast<const GLubyte*>(indices)[i];
1491 }
1492 data[count] = static_cast<const GLubyte*>(indices)[0];
1493 break;
1494 case GL_UNSIGNED_SHORT:
1495 for (int i = 0; i < count; i++)
1496 {
1497 data[i] = static_cast<const GLushort*>(indices)[i];
1498 }
1499 data[count] = static_cast<const GLushort*>(indices)[0];
1500 break;
1501 case GL_UNSIGNED_INT:
1502 for (int i = 0; i < count; i++)
1503 {
1504 data[i] = static_cast<const GLuint*>(indices)[i];
1505 }
1506 data[count] = static_cast<const GLuint*>(indices)[0];
1507 break;
1508 default: UNREACHABLE();
1509 }
1510
1511 if (!mLineLoopIB->unmapBuffer())
1512 {
1513 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001514 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001515 }
1516 }
1517 else
1518 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001519 if (!mLineLoopIB)
1520 {
1521 mLineLoopIB = new StreamingIndexBufferInterface(this);
1522 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1523 {
1524 delete mLineLoopIB;
1525 mLineLoopIB = NULL;
1526
1527 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001528 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001529 }
1530 }
1531
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001532 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001533 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001534 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001535 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001536 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001537 }
1538
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001539 void* mappedMemory = NULL;
1540 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1541 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001542 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001543 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001544 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001545 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001546
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001547 startIndex = static_cast<UINT>(offset) / 2;
1548 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1549
1550 switch (type)
1551 {
1552 case GL_NONE: // Non-indexed draw
1553 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001554 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001555 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001556 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001557 data[count] = 0;
1558 break;
1559 case GL_UNSIGNED_BYTE:
1560 for (int i = 0; i < count; i++)
1561 {
1562 data[i] = static_cast<const GLubyte*>(indices)[i];
1563 }
1564 data[count] = static_cast<const GLubyte*>(indices)[0];
1565 break;
1566 case GL_UNSIGNED_SHORT:
1567 for (int i = 0; i < count; i++)
1568 {
1569 data[i] = static_cast<const GLushort*>(indices)[i];
1570 }
1571 data[count] = static_cast<const GLushort*>(indices)[0];
1572 break;
1573 case GL_UNSIGNED_INT:
1574 for (int i = 0; i < count; i++)
1575 {
1576 data[i] = static_cast<const GLuint*>(indices)[i];
1577 }
1578 data[count] = static_cast<const GLuint*>(indices)[0];
1579 break;
1580 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001581 }
1582
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001583 if (!mLineLoopIB->unmapBuffer())
1584 {
1585 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001586 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001587 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001588 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001589
1590 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001591 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001592 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1593
1594 mDevice->SetIndices(indexBuffer->getBuffer());
1595 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001596 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001597
1598 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001599}
1600
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001601void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1602{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001603 unsigned int programBinarySerial = programBinary->getSerial();
1604 if (programBinarySerial != mAppliedProgramBinarySerial)
1605 {
1606 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1607 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001608
daniel@transgaming.come4991412012-12-20 20:55:34 +00001609 IDirect3DVertexShader9 *vertexShader = NULL;
1610 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001611
daniel@transgaming.come4991412012-12-20 20:55:34 +00001612 IDirect3DPixelShader9 *pixelShader = NULL;
1613 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001614
daniel@transgaming.come4991412012-12-20 20:55:34 +00001615 mDevice->SetPixelShader(pixelShader);
1616 mDevice->SetVertexShader(vertexShader);
1617 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001618 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001619
1620 mAppliedProgramBinarySerial = programBinarySerial;
1621 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001622}
1623
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001624void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001625{
1626 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1627 {
1628 gl::Uniform *targetUniform = *ub;
1629
1630 if (targetUniform->dirty)
1631 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001632 int count = targetUniform->elementCount();
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001633 GLfloat *f = (GLfloat*)targetUniform->data;
1634 GLint *i = (GLint*)targetUniform->data;
1635 GLboolean *b = (GLboolean*)targetUniform->data;
1636
1637 switch (targetUniform->type)
1638 {
1639 case GL_SAMPLER_2D:
1640 case GL_SAMPLER_CUBE:
1641 break;
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001642 case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
1643 case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
1644 case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
1645 case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001646 case GL_FLOAT:
1647 case GL_FLOAT_VEC2:
1648 case GL_FLOAT_VEC3:
1649 case GL_FLOAT_VEC4:
1650 case GL_FLOAT_MAT2:
1651 case GL_FLOAT_MAT3:
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001652 case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
1653 case GL_INT: applyUniform1iv(targetUniform, count, i); break;
1654 case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
1655 case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
1656 case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001657 default:
1658 UNREACHABLE();
1659 }
1660
1661 targetUniform->dirty = false;
1662 }
1663 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001664
1665 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001666 if (mDxUniformsDirty)
1667 {
1668 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1669 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1670 mDxUniformsDirty = false;
1671 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001672}
1673
1674void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
1675{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001676 float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001677
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001678 if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001679 {
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001680 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001681 for (int i = 0; i < count; i++)
1682 {
1683 for (int j = 0; j < 4; j++)
1684 {
1685 if (j < width)
1686 {
1687 vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
1688 }
1689 else
1690 {
1691 vector[i * 4 + j] = 0.0f;
1692 }
1693 }
1694 }
1695 }
1696
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001697 applyUniformnfv(targetUniform, vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001698}
1699
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001700void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001701{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001702 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001703 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001704 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001705 }
1706
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001707 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001708 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001709 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001710 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001711}
1712
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001713void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001714{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001715 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1716 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001717
1718 for (int i = 0; i < count; i++)
1719 {
1720 vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
1721 }
1722
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001723 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001724}
1725
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001726void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001727{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001728 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1729 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730
1731 for (int i = 0; i < count; i++)
1732 {
1733 vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
1734
1735 v += 2;
1736 }
1737
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001738 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001739}
1740
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001741void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001742{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001743 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1744 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001745
1746 for (int i = 0; i < count; i++)
1747 {
1748 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
1749
1750 v += 3;
1751 }
1752
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001753 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001754}
1755
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001756void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001757{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001758 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1759 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001760
1761 for (int i = 0; i < count; i++)
1762 {
1763 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
1764
1765 v += 4;
1766 }
1767
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001768 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001769}
1770
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001771void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001772{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001773 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1774 gl::unorm<8>(clearParams.colorClearValue.red),
1775 gl::unorm<8>(clearParams.colorClearValue.green),
1776 gl::unorm<8>(clearParams.colorClearValue.blue));
1777 float depth = gl::clamp01(clearParams.depthClearValue);
1778 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001779
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001780 unsigned int stencilUnmasked = 0x0;
1781 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1782 {
1783 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1784 stencilUnmasked = (0x1 << stencilSize) - 1;
1785 }
1786
1787 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1788
1789 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1790 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1791 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1792 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1793 clearParams.colorMaskBlue && alphaUnmasked);
1794
1795 if (needMaskedColorClear || needMaskedStencilClear)
1796 {
1797 // State which is altered in all paths from this point to the clear call is saved.
1798 // State which is altered in only some paths will be flagged dirty in the case that
1799 // that path is taken.
1800 HRESULT hr;
1801 if (mMaskedClearSavedState == NULL)
1802 {
1803 hr = mDevice->BeginStateBlock();
1804 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1805
1806 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1807 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1808 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1809 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1810 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1811 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1812 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1813 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1814 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1815 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1816 mDevice->SetPixelShader(NULL);
1817 mDevice->SetVertexShader(NULL);
1818 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1819 mDevice->SetStreamSource(0, NULL, 0, 0);
1820 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1821 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1822 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1823 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1824 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1825 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1826 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1827
1828 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1829 {
1830 mDevice->SetStreamSourceFreq(i, 1);
1831 }
1832
1833 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1834 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1835 }
1836
1837 ASSERT(mMaskedClearSavedState != NULL);
1838
1839 if (mMaskedClearSavedState != NULL)
1840 {
1841 hr = mMaskedClearSavedState->Capture();
1842 ASSERT(SUCCEEDED(hr));
1843 }
1844
1845 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1846 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1847 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1848 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1849 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1850 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1851 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1852 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1853
1854 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1855 {
1856 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1857 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1858 clearParams.colorMaskGreen,
1859 clearParams.colorMaskBlue,
1860 clearParams.colorMaskAlpha));
1861 }
1862 else
1863 {
1864 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1865 }
1866
1867 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1868 {
1869 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1870 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1871 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1872 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1873 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1874 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1875 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1876 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1877 }
1878 else
1879 {
1880 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1881 }
1882
1883 mDevice->SetPixelShader(NULL);
1884 mDevice->SetVertexShader(NULL);
1885 mDevice->SetFVF(D3DFVF_XYZRHW);
1886 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1887 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1888 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1889 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1890 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1891 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1892 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1893
1894 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1895 {
1896 mDevice->SetStreamSourceFreq(i, 1);
1897 }
1898
1899 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1900 quad[0][0] = -0.5f;
1901 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1902 quad[0][2] = 0.0f;
1903 quad[0][3] = 1.0f;
1904
1905 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1906 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1907 quad[1][2] = 0.0f;
1908 quad[1][3] = 1.0f;
1909
1910 quad[2][0] = -0.5f;
1911 quad[2][1] = -0.5f;
1912 quad[2][2] = 0.0f;
1913 quad[2][3] = 1.0f;
1914
1915 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1916 quad[3][1] = -0.5f;
1917 quad[3][2] = 0.0f;
1918 quad[3][3] = 1.0f;
1919
1920 startScene();
1921 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1922
1923 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1924 {
1925 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1926 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1927 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1928 }
1929
1930 if (mMaskedClearSavedState != NULL)
1931 {
1932 mMaskedClearSavedState->Apply();
1933 }
1934 }
1935 else if (clearParams.mask)
1936 {
1937 DWORD dxClearFlags = 0;
1938 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1939 {
1940 dxClearFlags |= D3DCLEAR_TARGET;
1941 }
1942 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1943 {
1944 dxClearFlags |= D3DCLEAR_ZBUFFER;
1945 }
1946 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1947 {
1948 dxClearFlags |= D3DCLEAR_STENCIL;
1949 }
1950
1951 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1952 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001953}
1954
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001955void Renderer9::markAllStateDirty()
1956{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001957 mAppliedRenderTargetSerial = 0;
1958 mAppliedDepthbufferSerial = 0;
1959 mAppliedStencilbufferSerial = 0;
1960 mDepthStencilInitialized = false;
1961 mRenderTargetDescInitialized = false;
1962
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001963 mForceSetDepthStencilState = true;
1964 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001965 mForceSetScissor = true;
1966 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001967 mForceSetBlendState = true;
1968
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001969 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001970 {
1971 mForceSetVertexSamplerStates[i] = true;
1972 mCurVertexTextureSerials[i] = 0;
1973 }
1974 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1975 {
1976 mForceSetPixelSamplerStates[i] = true;
1977 mCurPixelTextureSerials[i] = 0;
1978 }
1979
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001980 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001981 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001982 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001983
1984 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001985}
1986
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001987void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001988{
1989 while (!mEventQueryPool.empty())
1990 {
1991 mEventQueryPool.back()->Release();
1992 mEventQueryPool.pop_back();
1993 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001994
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001995 if (mMaskedClearSavedState)
1996 {
1997 mMaskedClearSavedState->Release();
1998 mMaskedClearSavedState = NULL;
1999 }
2000
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002001 mVertexShaderCache.clear();
2002 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002003
daniel@transgaming.come569fc52012-11-28 20:56:02 +00002004 delete mBlit;
2005 mBlit = NULL;
2006
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002007 delete mVertexDataManager;
2008 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00002009
2010 delete mIndexDataManager;
2011 mIndexDataManager = NULL;
2012
2013 delete mLineLoopIB;
2014 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002015
2016 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2017 {
2018 delete mNullColorbufferCache[i].buffer;
2019 mNullColorbufferCache[i].buffer = NULL;
2020 }
2021
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002022}
2023
2024
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002025void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002026{
2027 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002028 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002029}
2030
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002031bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002032{
2033 return mDeviceLost;
2034}
2035
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002036// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002037bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002038{
2039 bool isLost = false;
2040
2041 if (mDeviceEx)
2042 {
2043 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2044 }
2045 else if (mDevice)
2046 {
2047 isLost = FAILED(mDevice->TestCooperativeLevel());
2048 }
2049 else
2050 {
2051 // No device yet, so no reset required
2052 }
2053
2054 if (isLost)
2055 {
2056 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002057 // we'll probably get this done again by notifyDeviceLost
2058 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002059 // Note that we don't want to clear the device loss status here
2060 // -- this needs to be done by resetDevice
2061 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002062 if (notify)
2063 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002064 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002065 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002066 }
2067
2068 return isLost;
2069}
2070
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002071bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002072{
2073 HRESULT status = D3D_OK;
2074
2075 if (mDeviceEx)
2076 {
2077 status = mDeviceEx->CheckDeviceState(NULL);
2078 }
2079 else if (mDevice)
2080 {
2081 status = mDevice->TestCooperativeLevel();
2082 }
2083
2084 switch (status)
2085 {
2086 case D3DERR_DEVICENOTRESET:
2087 case D3DERR_DEVICEHUNG:
2088 return true;
2089 default:
2090 return false;
2091 }
2092}
2093
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002094bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002095{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002096 releaseDeviceResources();
2097
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002098 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2099
2100 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002101 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002102 int attempts = 3;
2103
2104 while (lost && attempts > 0)
2105 {
2106 if (mDeviceEx)
2107 {
2108 Sleep(500); // Give the graphics driver some CPU time
2109 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2110 }
2111 else
2112 {
2113 result = mDevice->TestCooperativeLevel();
2114 while (result == D3DERR_DEVICELOST)
2115 {
2116 Sleep(100); // Give the graphics driver some CPU time
2117 result = mDevice->TestCooperativeLevel();
2118 }
2119
2120 if (result == D3DERR_DEVICENOTRESET)
2121 {
2122 result = mDevice->Reset(&presentParameters);
2123 }
2124 }
2125
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002126 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002127 attempts --;
2128 }
2129
2130 if (FAILED(result))
2131 {
2132 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2133 return false;
2134 }
2135
2136 // reset device defaults
2137 initializeDevice();
2138 mDeviceLost = false;
2139
2140 return true;
2141}
2142
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002143DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002144{
2145 return mAdapterIdentifier.VendorId;
2146}
2147
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002148std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002149{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002150 std::ostringstream rendererString;
2151
2152 rendererString << mAdapterIdentifier.Description;
2153 if (getShareHandleSupport())
2154 {
2155 rendererString << " Direct3D9Ex";
2156 }
2157 else
2158 {
2159 rendererString << " Direct3D9";
2160 }
2161
2162 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2163 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2164
2165 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002166}
2167
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002168GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002169{
2170 return mAdapterIdentifier.DeviceIdentifier;
2171}
2172
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002173void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002174{
2175 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2176 {
2177 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2178 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2179
2180 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2181 }
2182}
2183
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002184bool Renderer9::getBGRATextureSupport() const
2185{
2186 // DirectX 9 always supports BGRA
2187 return true;
2188}
2189
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002190bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002192 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002193}
2194
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002195bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002196{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002197 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002198}
2199
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002200bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002202 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203}
2204
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002205bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002207 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208}
2209
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002210bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002211{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002212 *filtering = mFloat32FilterSupport;
2213 *renderable = mFloat32RenderSupport;
2214 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002215}
2216
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002217bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002218{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002219 *filtering = mFloat16FilterSupport;
2220 *renderable = mFloat16RenderSupport;
2221 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002222}
2223
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002224bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002225{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002226 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002227}
2228
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002229bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002230{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002231 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002232}
2233
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002234bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002235{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002236 return mSupportsTextureFilterAnisotropy;
2237}
2238
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002239float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002240{
2241 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002242 {
2243 return mDeviceCaps.MaxAnisotropy;
2244 }
2245 return 1.0f;
2246}
2247
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002248bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002249{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002250 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002251}
2252
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002253unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002254{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002255 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2256 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002257}
2258
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002259unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2260{
2261 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2262}
2263
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002264int Renderer9::getMaxVertexUniformVectors() const
2265{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002266 return MAX_VERTEX_UNIFORM_VECTORS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002267}
2268
2269int Renderer9::getMaxFragmentUniformVectors() const
2270{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002271 return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002272}
2273
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002274int Renderer9::getMaxVaryingVectors() const
2275{
2276 return getMajorShaderModel() >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2277}
2278
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002279bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002280{
2281 return mSupportsNonPower2Textures;
2282}
2283
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002284bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002285{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002286 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002287}
2288
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002289bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002290{
2291 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2292}
2293
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002294bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002295{
2296 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002297 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002298}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002299
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002300bool Renderer9::getDerivativeInstructionSupport() const
2301{
2302 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2303}
2304
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002305int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002306{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002307 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002308}
2309
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002310float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002311{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002312 // Point size clamped at 1.0f for SM2
2313 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002314}
2315
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002316int Renderer9::getMaxViewportDimension() const
2317{
2318 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2319 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2320 return maxTextureDimension;
2321}
2322
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002323int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002324{
2325 return (int)mDeviceCaps.MaxTextureWidth;
2326}
2327
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002328int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002329{
2330 return (int)mDeviceCaps.MaxTextureHeight;
2331}
2332
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002333bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002334{
2335 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2336}
2337
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002338DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002339{
2340 return mDeviceCaps.DeclTypes;
2341}
2342
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002343int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002344{
2345 return mMinSwapInterval;
2346}
2347
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002348int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002349{
2350 return mMaxSwapInterval;
2351}
2352
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002353int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002354{
2355 return mMaxSupportedSamples;
2356}
2357
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002358int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002359{
2360 if (requested == 0)
2361 {
2362 return requested;
2363 }
2364
2365 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2366 if (itr == mMultiSampleSupport.end())
2367 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002368 if (format == D3DFMT_UNKNOWN)
2369 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002370 return -1;
2371 }
2372
2373 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2374 {
2375 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2376 {
2377 return i;
2378 }
2379 }
2380
2381 return -1;
2382}
2383
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002384D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2385{
2386 switch (internalformat)
2387 {
2388 case GL_DEPTH_COMPONENT16:
2389 case GL_DEPTH_COMPONENT32_OES:
2390 case GL_DEPTH24_STENCIL8_OES:
2391 return D3DFMT_INTZ;
2392 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2393 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2394 return D3DFMT_DXT1;
2395 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2396 return D3DFMT_DXT3;
2397 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2398 return D3DFMT_DXT5;
2399 case GL_RGBA32F_EXT:
2400 case GL_RGB32F_EXT:
2401 case GL_ALPHA32F_EXT:
2402 case GL_LUMINANCE32F_EXT:
2403 case GL_LUMINANCE_ALPHA32F_EXT:
2404 return D3DFMT_A32B32G32R32F;
2405 case GL_RGBA16F_EXT:
2406 case GL_RGB16F_EXT:
2407 case GL_ALPHA16F_EXT:
2408 case GL_LUMINANCE16F_EXT:
2409 case GL_LUMINANCE_ALPHA16F_EXT:
2410 return D3DFMT_A16B16G16R16F;
2411 case GL_LUMINANCE8_EXT:
2412 if (getLuminanceTextureSupport())
2413 {
2414 return D3DFMT_L8;
2415 }
2416 break;
2417 case GL_LUMINANCE8_ALPHA8_EXT:
2418 if (getLuminanceAlphaTextureSupport())
2419 {
2420 return D3DFMT_A8L8;
2421 }
2422 break;
2423 case GL_RGB8_OES:
2424 case GL_RGB565:
2425 return D3DFMT_X8R8G8B8;
2426 }
2427
2428 return D3DFMT_A8R8G8B8;
2429}
2430
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002431bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002432{
2433 bool result = false;
2434
2435 if (source && dest)
2436 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002437 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2438 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002439
2440 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002441 for (int i = 0; i < levels; ++i)
2442 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002443 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2444 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002445
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002446 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002447
2448 if (srcSurf) srcSurf->Release();
2449 if (dstSurf) dstSurf->Release();
2450
2451 if (!result)
2452 return false;
2453 }
2454 }
2455
2456 return result;
2457}
2458
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002459bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002460{
2461 bool result = false;
2462
2463 if (source && dest)
2464 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002465 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2466 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002467 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002468 for (int f = 0; f < 6; f++)
2469 {
2470 for (int i = 0; i < levels; i++)
2471 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002472 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2473 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002474
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002475 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002476
2477 if (srcSurf) srcSurf->Release();
2478 if (dstSurf) dstSurf->Release();
2479
2480 if (!result)
2481 return false;
2482 }
2483 }
2484 }
2485
2486 return result;
2487}
2488
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002489D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002490{
2491 if (mD3d9Ex != NULL)
2492 {
2493 return D3DPOOL_DEFAULT;
2494 }
2495 else
2496 {
2497 if (!(usage & D3DUSAGE_DYNAMIC))
2498 {
2499 return D3DPOOL_MANAGED;
2500 }
2501 }
2502
2503 return D3DPOOL_DEFAULT;
2504}
2505
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002506bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002507 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002508{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002509 RECT rect;
2510 rect.left = sourceRect.x;
2511 rect.top = sourceRect.y;
2512 rect.right = sourceRect.x + sourceRect.width;
2513 rect.bottom = sourceRect.y + sourceRect.height;
2514
2515 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002516}
2517
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002518bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002519 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002520{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002521 RECT rect;
2522 rect.left = sourceRect.x;
2523 rect.top = sourceRect.y;
2524 rect.right = sourceRect.x + sourceRect.width;
2525 rect.bottom = sourceRect.y + sourceRect.height;
2526
2527 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002528}
2529
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002530bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002531 bool blitRenderTarget, bool blitDepthStencil)
2532{
2533 endScene();
2534
2535 if (blitRenderTarget)
2536 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002537 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2538 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2539 RenderTarget9 *readRenderTarget = NULL;
2540 RenderTarget9 *drawRenderTarget = NULL;
2541 IDirect3DSurface9* readSurface = NULL;
2542 IDirect3DSurface9* drawSurface = NULL;
2543
2544 if (readBuffer)
2545 {
2546 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2547 }
2548 if (drawBuffer)
2549 {
2550 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2551 }
2552
2553 if (readRenderTarget)
2554 {
2555 readSurface = readRenderTarget->getSurface();
2556 }
2557 if (drawRenderTarget)
2558 {
2559 drawSurface = drawRenderTarget->getSurface();
2560 }
2561
2562 if (!readSurface || !drawSurface)
2563 {
2564 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002565 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002566 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002567
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002568 RECT srcRect;
2569 srcRect.left = readRect.x;
2570 srcRect.right = readRect.x + readRect.width;
2571 srcRect.top = readRect.y;
2572 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002573
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002574 RECT dstRect;
2575 dstRect.left = drawRect.x;
2576 dstRect.right = drawRect.x + drawRect.width;
2577 dstRect.top = drawRect.y;
2578 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002579
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002580 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002581
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002582 readSurface->Release();
2583 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002584
2585 if (FAILED(result))
2586 {
2587 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2588 return false;
2589 }
2590 }
2591
2592 if (blitDepthStencil)
2593 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002594 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2595 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2596 RenderTarget9 *readDepthStencil = NULL;
2597 RenderTarget9 *drawDepthStencil = NULL;
2598 IDirect3DSurface9* readSurface = NULL;
2599 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002600
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002601 if (readBuffer)
2602 {
2603 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2604 }
2605 if (drawBuffer)
2606 {
2607 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2608 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002609
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002610 if (readDepthStencil)
2611 {
2612 readSurface = readDepthStencil->getSurface();
2613 }
2614 if (drawDepthStencil)
2615 {
2616 drawSurface = drawDepthStencil->getSurface();
2617 }
2618
2619 if (!readSurface || !drawSurface)
2620 {
2621 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002622 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002623 }
2624
2625 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2626
2627 readSurface->Release();
2628 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002629
2630 if (FAILED(result))
2631 {
2632 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2633 return false;
2634 }
2635 }
2636
2637 return true;
2638}
2639
2640void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2641 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2642{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002643 RenderTarget9 *renderTarget = NULL;
2644 IDirect3DSurface9 *surface = NULL;
2645 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2646
2647 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002648 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002649 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2650 }
2651
2652 if (renderTarget)
2653 {
2654 surface = renderTarget->getSurface();
2655 }
2656
2657 if (!surface)
2658 {
2659 // context must be lost
2660 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002661 }
2662
2663 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002664 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002665
2666 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2667 {
2668 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002669 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002670 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002671 }
2672
2673 HRESULT result;
2674 IDirect3DSurface9 *systemSurface = NULL;
2675 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2676 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2677 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2678 if (directToPixels)
2679 {
2680 // Use the pixels ptr as a shared handle to write directly into client's memory
2681 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2682 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2683 if (FAILED(result))
2684 {
2685 // Try again without the shared handle
2686 directToPixels = false;
2687 }
2688 }
2689
2690 if (!directToPixels)
2691 {
2692 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2693 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2694 if (FAILED(result))
2695 {
2696 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002697 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002698 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002699 }
2700 }
2701
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002702 result = mDevice->GetRenderTargetData(surface, systemSurface);
2703 surface->Release();
2704 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002705
2706 if (FAILED(result))
2707 {
2708 systemSurface->Release();
2709
2710 // It turns out that D3D will sometimes produce more error
2711 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002712 if (d3d9::isDeviceLostError(result))
2713 {
2714 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002715 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002716 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002717 else
2718 {
2719 UNREACHABLE();
2720 return;
2721 }
2722
2723 }
2724
2725 if (directToPixels)
2726 {
2727 systemSurface->Release();
2728 return;
2729 }
2730
2731 RECT rect;
2732 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2733 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2734 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2735 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2736
2737 D3DLOCKED_RECT lock;
2738 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2739
2740 if (FAILED(result))
2741 {
2742 UNREACHABLE();
2743 systemSurface->Release();
2744
2745 return; // No sensible error to generate
2746 }
2747
2748 unsigned char *dest = (unsigned char*)pixels;
2749 unsigned short *dest16 = (unsigned short*)pixels;
2750
2751 unsigned char *source;
2752 int inputPitch;
2753 if (packReverseRowOrder)
2754 {
2755 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2756 inputPitch = -lock.Pitch;
2757 }
2758 else
2759 {
2760 source = (unsigned char*)lock.pBits;
2761 inputPitch = lock.Pitch;
2762 }
2763
2764 unsigned int fastPixelSize = 0;
2765
2766 if (desc.Format == D3DFMT_A8R8G8B8 &&
2767 format == GL_BGRA_EXT &&
2768 type == GL_UNSIGNED_BYTE)
2769 {
2770 fastPixelSize = 4;
2771 }
2772 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2773 format == GL_BGRA_EXT &&
2774 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2775 (desc.Format == D3DFMT_A1R5G5B5 &&
2776 format == GL_BGRA_EXT &&
2777 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2778 {
2779 fastPixelSize = 2;
2780 }
2781 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2782 format == GL_RGBA &&
2783 type == GL_HALF_FLOAT_OES)
2784 {
2785 fastPixelSize = 8;
2786 }
2787 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2788 format == GL_RGBA &&
2789 type == GL_FLOAT)
2790 {
2791 fastPixelSize = 16;
2792 }
2793
2794 for (int j = 0; j < rect.bottom - rect.top; j++)
2795 {
2796 if (fastPixelSize != 0)
2797 {
2798 // Fast path for formats which require no translation:
2799 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2800 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2801 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2802 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2803 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2804 //
2805 // Note that buffers with no alpha go through the slow path below.
2806 memcpy(dest + j * outputPitch,
2807 source + j * inputPitch,
2808 (rect.right - rect.left) * fastPixelSize);
2809 continue;
2810 }
2811
2812 for (int i = 0; i < rect.right - rect.left; i++)
2813 {
2814 float r;
2815 float g;
2816 float b;
2817 float a;
2818
2819 switch (desc.Format)
2820 {
2821 case D3DFMT_R5G6B5:
2822 {
2823 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2824
2825 a = 1.0f;
2826 b = (rgb & 0x001F) * (1.0f / 0x001F);
2827 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2828 r = (rgb & 0xF800) * (1.0f / 0xF800);
2829 }
2830 break;
2831 case D3DFMT_A1R5G5B5:
2832 {
2833 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2834
2835 a = (argb & 0x8000) ? 1.0f : 0.0f;
2836 b = (argb & 0x001F) * (1.0f / 0x001F);
2837 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2838 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2839 }
2840 break;
2841 case D3DFMT_A8R8G8B8:
2842 {
2843 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2844
2845 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2846 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2847 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2848 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2849 }
2850 break;
2851 case D3DFMT_X8R8G8B8:
2852 {
2853 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2854
2855 a = 1.0f;
2856 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2857 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2858 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2859 }
2860 break;
2861 case D3DFMT_A2R10G10B10:
2862 {
2863 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2864
2865 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2866 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2867 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2868 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2869 }
2870 break;
2871 case D3DFMT_A32B32G32R32F:
2872 {
2873 // float formats in D3D are stored rgba, rather than the other way round
2874 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2875 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2876 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2877 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2878 }
2879 break;
2880 case D3DFMT_A16B16G16R16F:
2881 {
2882 // float formats in D3D are stored rgba, rather than the other way round
2883 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2884 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2885 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2886 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2887 }
2888 break;
2889 default:
2890 UNIMPLEMENTED(); // FIXME
2891 UNREACHABLE();
2892 return;
2893 }
2894
2895 switch (format)
2896 {
2897 case GL_RGBA:
2898 switch (type)
2899 {
2900 case GL_UNSIGNED_BYTE:
2901 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2902 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2903 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2904 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2905 break;
2906 default: UNREACHABLE();
2907 }
2908 break;
2909 case GL_BGRA_EXT:
2910 switch (type)
2911 {
2912 case GL_UNSIGNED_BYTE:
2913 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2914 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2915 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2916 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2917 break;
2918 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2919 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2920 // this type is packed as follows:
2921 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2922 // --------------------------------------------------------------------------------
2923 // | 4th | 3rd | 2nd | 1st component |
2924 // --------------------------------------------------------------------------------
2925 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2926 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2927 ((unsigned short)(15 * a + 0.5f) << 12)|
2928 ((unsigned short)(15 * r + 0.5f) << 8) |
2929 ((unsigned short)(15 * g + 0.5f) << 4) |
2930 ((unsigned short)(15 * b + 0.5f) << 0);
2931 break;
2932 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2933 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2934 // this type is packed as follows:
2935 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2936 // --------------------------------------------------------------------------------
2937 // | 4th | 3rd | 2nd | 1st component |
2938 // --------------------------------------------------------------------------------
2939 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2940 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2941 ((unsigned short)( a + 0.5f) << 15) |
2942 ((unsigned short)(31 * r + 0.5f) << 10) |
2943 ((unsigned short)(31 * g + 0.5f) << 5) |
2944 ((unsigned short)(31 * b + 0.5f) << 0);
2945 break;
2946 default: UNREACHABLE();
2947 }
2948 break;
2949 case GL_RGB:
2950 switch (type)
2951 {
2952 case GL_UNSIGNED_SHORT_5_6_5:
2953 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2954 ((unsigned short)(31 * b + 0.5f) << 0) |
2955 ((unsigned short)(63 * g + 0.5f) << 5) |
2956 ((unsigned short)(31 * r + 0.5f) << 11);
2957 break;
2958 case GL_UNSIGNED_BYTE:
2959 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2960 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2961 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2962 break;
2963 default: UNREACHABLE();
2964 }
2965 break;
2966 default: UNREACHABLE();
2967 }
2968 }
2969 }
2970
2971 systemSurface->UnlockRect();
2972
2973 systemSurface->Release();
2974}
2975
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002976RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2977{
2978 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2979 IDirect3DSurface9 *surface = NULL;
2980 if (depth)
2981 {
2982 surface = swapChain9->getDepthStencil();
2983 }
2984 else
2985 {
2986 surface = swapChain9->getRenderTarget();
2987 }
2988
2989 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2990
2991 return renderTarget;
2992}
2993
2994RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2995{
2996 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2997 return renderTarget;
2998}
2999
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003000ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003001{
3002 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003003
3004 switch (type)
3005 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003006 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003007 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003008 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003009 if (vshader)
3010 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003011 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003012 }
3013 }
3014 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003015 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003016 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003017 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003018 if (pshader)
3019 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003020 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003021 }
3022 }
3023 break;
3024 default:
3025 UNREACHABLE();
3026 break;
3027 }
3028
3029 return executable;
3030}
3031
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003032ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003033{
3034 const char *profile = NULL;
3035
3036 switch (type)
3037 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003038 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003039 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3040 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003041 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003042 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3043 break;
3044 default:
3045 UNREACHABLE();
3046 return NULL;
3047 }
3048
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00003049 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003050 if (!binary)
3051 return NULL;
3052
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003053 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003054 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003055
3056 return executable;
3057}
3058
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003059bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3060{
3061 return mBlit->boxFilter(source, dest);
3062}
3063
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003064D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003065{
3066 if (mD3d9Ex != NULL)
3067 {
3068 return D3DPOOL_DEFAULT;
3069 }
3070 else
3071 {
3072 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3073 {
3074 return D3DPOOL_MANAGED;
3075 }
3076 }
3077
3078 return D3DPOOL_DEFAULT;
3079}
3080
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003081bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3082{
3083 if (source && dest)
3084 {
3085 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003086
3087 if (fromManaged)
3088 {
3089 D3DSURFACE_DESC desc;
3090 source->GetDesc(&desc);
3091
3092 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003093 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003094
3095 if (SUCCEEDED(result))
3096 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003097 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003098 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003099 surf->Release();
3100 }
3101 }
3102 else
3103 {
3104 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003105 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003106 }
3107
3108 if (FAILED(result))
3109 {
3110 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3111 return false;
3112 }
3113 }
3114
3115 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003116}
3117
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003118Image *Renderer9::createImage()
3119{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003120 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003121}
3122
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003123void Renderer9::generateMipmap(Image *dest, Image *src)
3124{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003125 Image9 *src9 = Image9::makeImage9(src);
3126 Image9 *dst9 = Image9::makeImage9(dest);
3127 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003128}
3129
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003130TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3131{
3132 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3133 return new TextureStorage9_2D(this, swapChain9);
3134}
3135
3136TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3137{
3138 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3139}
3140
3141TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3142{
3143 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3144}
3145
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003146}