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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
shannon.woods@transgaming.com4e91d562013-02-28 23:12:09 +00009#include <D3Dcompiler.h>
10
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000013#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000015#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000016#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000017#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000018#include "libGLESv2/Program.h"
19#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000020#include "libGLESv2/renderer/IndexDataManager.h"
21#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000022#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000023#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000024#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000025#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000026#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000027#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000028#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000029#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000030#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000031#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000032#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000033#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000034#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000036#include <sstream>
37
daniel@transgaming.com621ce052012-10-31 17:52:29 +000038// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
39#define REF_RAST 0
40
41// The "Debug This Pixel..." feature in PIX often fails when using the
42// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
43// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
44#if !defined(ANGLE_ENABLE_D3D9EX)
45// Enables use of the IDirect3D9Ex interface, when available
46#define ANGLE_ENABLE_D3D9EX 1
47#endif // !defined(ANGLE_ENABLE_D3D9EX)
48
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000049namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000050{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000051static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000052 {
53 D3DFMT_A1R5G5B5,
54 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
55 D3DFMT_A8R8G8B8,
56 D3DFMT_R5G6B5,
57 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
58 D3DFMT_X8R8G8B8
59 };
60
daniel@transgaming.com222ee082012-11-28 19:31:49 +000061static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000062 {
63 D3DFMT_UNKNOWN,
64 // D3DFMT_D16_LOCKABLE,
65 D3DFMT_D32,
66 // D3DFMT_D15S1,
67 D3DFMT_D24S8,
68 D3DFMT_D24X8,
69 // D3DFMT_D24X4S4,
70 D3DFMT_D16,
71 // D3DFMT_D32F_LOCKABLE,
72 // D3DFMT_D24FS8
73 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000074
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000075enum
76{
77 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
78};
79
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000080Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000081{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000082 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000083
84 mD3d9 = NULL;
85 mD3d9Ex = NULL;
86 mDevice = NULL;
87 mDeviceEx = NULL;
88 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000089 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000090
91 mAdapter = D3DADAPTER_DEFAULT;
92
93 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
94 mDeviceType = D3DDEVTYPE_REF;
95 #else
96 mDeviceType = D3DDEVTYPE_HAL;
97 #endif
98
99 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000100
101 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000102
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000103 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000104
105 mVertexDataManager = NULL;
106 mIndexDataManager = NULL;
107 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000108
109 mMaxNullColorbufferLRU = 0;
110 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
111 {
112 mNullColorbufferCache[i].lruCount = 0;
113 mNullColorbufferCache[i].width = 0;
114 mNullColorbufferCache[i].height = 0;
115 mNullColorbufferCache[i].buffer = NULL;
116 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000117}
118
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000119Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000120{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000121 releaseDeviceResources();
122
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000123 if (mDevice)
124 {
125 // 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 +0000126 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000127 {
128 resetDevice();
129 }
130
131 mDevice->Release();
132 mDevice = NULL;
133 }
134
135 if (mDeviceEx)
136 {
137 mDeviceEx->Release();
138 mDeviceEx = NULL;
139 }
140
141 if (mD3d9)
142 {
143 mD3d9->Release();
144 mD3d9 = NULL;
145 }
146
147 if (mDeviceWindow)
148 {
149 DestroyWindow(mDeviceWindow);
150 mDeviceWindow = NULL;
151 }
152
153 if (mD3d9Ex)
154 {
155 mD3d9Ex->Release();
156 mD3d9Ex = NULL;
157 }
158
159 if (mD3d9Module)
160 {
161 mD3d9Module = NULL;
162 }
163
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000164 while (!mMultiSampleSupport.empty())
165 {
166 delete [] mMultiSampleSupport.begin()->second;
167 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
168 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000169}
170
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000171Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
172{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000173 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000174 return static_cast<rx::Renderer9*>(renderer);
175}
176
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000177EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000178{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000179 if (!initializeCompiler())
180 {
181 return EGL_NOT_INITIALIZED;
182 }
183
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000184 if (mSoftwareDevice)
185 {
186 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
187 }
188 else
189 {
190 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
191 }
192
193 if (mD3d9Module == NULL)
194 {
195 ERR("No D3D9 module found - aborting!\n");
196 return EGL_NOT_INITIALIZED;
197 }
198
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000199 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
200 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
201
202 // Use Direct3D9Ex if available. Among other things, this version is less
203 // inclined to report a lost context, for example when the user switches
204 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
205 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
206 {
207 ASSERT(mD3d9Ex);
208 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
209 ASSERT(mD3d9);
210 }
211 else
212 {
213 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
214 }
215
216 if (!mD3d9)
217 {
218 ERR("Could not create D3D9 device - aborting!\n");
219 return EGL_NOT_INITIALIZED;
220 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000221
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000222 if (mDc != NULL)
223 {
224 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
225 }
226
227 HRESULT result;
228
229 // Give up on getting device caps after about one second.
230 for (int i = 0; i < 10; ++i)
231 {
232 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
233 if (SUCCEEDED(result))
234 {
235 break;
236 }
237 else if (result == D3DERR_NOTAVAILABLE)
238 {
239 Sleep(100); // Give the driver some time to initialize/recover
240 }
241 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
242 {
243 ERR("failed to get device caps (0x%x)\n", result);
244 return EGL_NOT_INITIALIZED;
245 }
246 }
247
248 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
249 {
250 ERR("Renderer does not support PS 2.0. aborting!\n");
251 return EGL_NOT_INITIALIZED;
252 }
253
254 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
255 // This is required by Texture2D::convertToRenderTarget.
256 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
257 {
258 ERR("Renderer does not support stretctrect from textures!\n");
259 return EGL_NOT_INITIALIZED;
260 }
261
262 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
263
264 // ATI cards on XP have problems with non-power-of-two textures.
265 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
266 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
267 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
268 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
269
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000270 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
271 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
272
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000273 mMinSwapInterval = 4;
274 mMaxSwapInterval = 0;
275
276 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
277 {
278 mMinSwapInterval = std::min(mMinSwapInterval, 0);
279 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
280 }
281 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
282 {
283 mMinSwapInterval = std::min(mMinSwapInterval, 1);
284 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
285 }
286 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
287 {
288 mMinSwapInterval = std::min(mMinSwapInterval, 2);
289 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
290 }
291 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
292 {
293 mMinSwapInterval = std::min(mMinSwapInterval, 3);
294 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
295 }
296 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
297 {
298 mMinSwapInterval = std::min(mMinSwapInterval, 4);
299 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
300 }
301
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000302 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000303 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000304 {
305 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000306 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
307 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000308
309 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
310 {
311 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
312 {
313 max = j;
314 }
315 }
316 }
317
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000318 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000319 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000320 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000321 continue;
322
323 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000324 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
325 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000326
327 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
328 {
329 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
330 {
331 max = j;
332 }
333 }
334 }
335
336 mMaxSupportedSamples = max;
337
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000338 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
339 static const TCHAR className[] = TEXT("STATIC");
340
341 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
342
343 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
344 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
345
346 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
347 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
348 {
349 return EGL_BAD_ALLOC;
350 }
351
352 if (FAILED(result))
353 {
354 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
355
356 if (FAILED(result))
357 {
358 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
359 return EGL_BAD_ALLOC;
360 }
361 }
362
363 if (mD3d9Ex)
364 {
365 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
366 ASSERT(SUCCEEDED(result));
367 }
368
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000369 mVertexShaderCache.initialize(mDevice);
370 mPixelShaderCache.initialize(mDevice);
371
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000372 // Check occlusion query support
373 IDirect3DQuery9 *occlusionQuery = NULL;
374 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
375 {
376 occlusionQuery->Release();
377 mOcclusionQuerySupport = true;
378 }
379 else
380 {
381 mOcclusionQuerySupport = false;
382 }
383
384 // Check event query support
385 IDirect3DQuery9 *eventQuery = NULL;
386 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
387 {
388 eventQuery->Release();
389 mEventQuerySupport = true;
390 }
391 else
392 {
393 mEventQuerySupport = false;
394 }
395
396 D3DDISPLAYMODE currentDisplayMode;
397 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
398
399 // Check vertex texture support
400 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
401 // We test this using D3D9 by checking support for the R16F format.
402 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
403 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
404 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
405
406 // Check depth texture support
407 // we use INTZ for depth textures in Direct3D9
408 // we also want NULL texture support to ensure the we can make depth-only FBOs
409 // see http://aras-p.info/texts/D3D9GPUHacks.html
410 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
411 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
412 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
413 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
414
415 // Check 32 bit floating point texture support
416 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
417 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
418 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
419 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
420
421 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
422 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
423 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
424 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
425
426 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
427 {
428 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
429 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
430 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
431 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
432 }
433 else
434 {
435 mFloat32TextureSupport = true;
436 }
437
438 // Check 16 bit floating point texture support
439 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
440 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
441 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
442 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
443
444 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
445 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
446 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
447 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
448
449 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
450 {
451 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
452 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
453 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
454 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
455 }
456 else
457 {
458 mFloat16TextureSupport = true;
459 }
460
461 // Check DXT texture support
462 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
463 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
464 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
465
466 // Check luminance[alpha] texture support
467 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
468 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
469
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000470 initializeDevice();
471
472 return EGL_SUCCESS;
473}
474
475// do any one-time device initialization
476// NOTE: this is also needed after a device lost/reset
477// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000478void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000479{
480 // Permanent non-default states
481 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
482 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
483
484 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
485 {
486 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
487 }
488 else
489 {
490 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
491 }
492
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000493 markAllStateDirty();
494
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000495 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000496
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000497 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000498 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000499 mVertexDataManager = new rx::VertexDataManager(this);
500 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000501}
502
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000503D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000504{
505 D3DPRESENT_PARAMETERS presentParameters = {0};
506
507 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
508 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
509 presentParameters.BackBufferCount = 1;
510 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
511 presentParameters.BackBufferWidth = 1;
512 presentParameters.BackBufferHeight = 1;
513 presentParameters.EnableAutoDepthStencil = FALSE;
514 presentParameters.Flags = 0;
515 presentParameters.hDeviceWindow = mDeviceWindow;
516 presentParameters.MultiSampleQuality = 0;
517 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
518 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
519 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
520 presentParameters.Windowed = TRUE;
521
522 return presentParameters;
523}
524
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000525int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000526{
527 D3DDISPLAYMODE currentDisplayMode;
528 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
529
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000530 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
531 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000532 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
533 int numConfigs = 0;
534
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000535 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000536 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000537 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000538
539 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
540
541 if (SUCCEEDED(result))
542 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000543 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000544 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000545 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000546 HRESULT result = D3D_OK;
547
548 if(depthStencilFormat != D3DFMT_UNKNOWN)
549 {
550 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
551 }
552
553 if (SUCCEEDED(result))
554 {
555 if(depthStencilFormat != D3DFMT_UNKNOWN)
556 {
557 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
558 }
559
560 if (SUCCEEDED(result))
561 {
562 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000563 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
564 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000565 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
566 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
567
568 (*configDescList)[numConfigs++] = newConfig;
569 }
570 }
571 }
572 }
573 }
574
575 return numConfigs;
576}
577
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000578void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000579{
580 delete [] (configDescList);
581}
582
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000583void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000584{
585 if (!mSceneStarted)
586 {
587 long result = mDevice->BeginScene();
588 if (SUCCEEDED(result)) {
589 // This is defensive checking against the device being
590 // lost at unexpected times.
591 mSceneStarted = true;
592 }
593 }
594}
595
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000596void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000597{
598 if (mSceneStarted)
599 {
600 // EndScene can fail if the device was lost, for example due
601 // to a TDR during a draw call.
602 mDevice->EndScene();
603 mSceneStarted = false;
604 }
605}
606
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000607void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000608{
609 HRESULT result;
610
611 IDirect3DQuery9* query = allocateEventQuery();
612 if (!query)
613 {
614 return;
615 }
616
617 result = query->Issue(D3DISSUE_END);
618 ASSERT(SUCCEEDED(result));
619
620 do
621 {
622 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
623
624 if(block && result == S_FALSE)
625 {
626 // Keep polling, but allow other threads to do something useful first
627 Sleep(0);
628 // explicitly check for device loss
629 // some drivers seem to return S_FALSE even if the device is lost
630 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000631 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000632 {
633 result = D3DERR_DEVICELOST;
634 }
635 }
636 }
637 while(block && result == S_FALSE);
638
639 freeEventQuery(query);
640
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000641 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000642 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000643 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000644 }
645}
646
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000647SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
648{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000649 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000650}
651
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000652IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000653{
654 IDirect3DQuery9 *query = NULL;
655
656 if (mEventQueryPool.empty())
657 {
658 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
659 ASSERT(SUCCEEDED(result));
660 }
661 else
662 {
663 query = mEventQueryPool.back();
664 mEventQueryPool.pop_back();
665 }
666
667 return query;
668}
669
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000670void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000671{
672 if (mEventQueryPool.size() > 1000)
673 {
674 query->Release();
675 }
676 else
677 {
678 mEventQueryPool.push_back(query);
679 }
680}
681
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000682IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000683{
684 return mVertexShaderCache.create(function, length);
685}
686
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000687IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000688{
689 return mPixelShaderCache.create(function, length);
690}
691
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000692HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
693{
694 D3DPOOL Pool = getBufferPool(Usage);
695 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
696}
697
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000698VertexBuffer *Renderer9::createVertexBuffer()
699{
700 return new VertexBuffer9(this);
701}
702
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000703HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
704{
705 D3DPOOL Pool = getBufferPool(Usage);
706 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
707}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000708
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000709IndexBuffer *Renderer9::createIndexBuffer()
710{
711 return new IndexBuffer9(this);
712}
713
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000714BufferStorage *Renderer9::createBufferStorage()
715{
716 return new BufferStorage9();
717}
718
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000719QueryImpl *Renderer9::createQuery(GLenum type)
720{
721 return new Query9(this, type);
722}
723
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000724FenceImpl *Renderer9::createFence()
725{
726 return new Fence9(this);
727}
728
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000729void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000730{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000731 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
732 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000733
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000734 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000735 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000736 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
737 int d3dSampler = index + d3dSamplerOffset;
738
739 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
740 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
741
742 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
743 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
744 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
745 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
746 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
748 if (mSupportsTextureFilterAnisotropy)
749 {
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
751 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000752 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000753
754 forceSetSamplers[index] = false;
755 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000756}
757
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000758void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000759{
760 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
761 int d3dSampler = index + d3dSamplerOffset;
762 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000763 unsigned int serial = 0;
764 bool forceSetTexture = false;
765
766 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000767
768 if (texture)
769 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000770 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000771 if (texStorage)
772 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000773 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000774 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000775 }
776 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000777 // in the texture class and we're unexpectedly missing the d3d texture
778 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000779
780 serial = texture->getTextureSerial();
781 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000782 }
783
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000784 if (forceSetTexture || appliedSerials[index] != serial)
785 {
786 mDevice->SetTexture(d3dSampler, d3dTexture);
787 }
788
789 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000790}
791
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000792void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793{
794 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000795
796 if (rasterStateChanged)
797 {
798 // Set the cull mode
799 if (rasterState.cullFace)
800 {
801 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
802 }
803 else
804 {
805 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
806 }
807
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000808 if (rasterState.polygonOffsetFill)
809 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000810 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000811 {
812 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
813
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000814 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000815 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
816 }
817 }
818 else
819 {
820 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
821 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
822 }
823
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000824 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000825 }
826
827 mForceSetRasterState = false;
828}
829
830void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
831{
832 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
833 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
834 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
835
836 if (blendStateChanged || blendColorChanged)
837 {
838 if (blendState.blend)
839 {
840 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
841
842 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
843 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
844 {
845 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
846 }
847 else
848 {
849 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
850 gl::unorm<8>(blendColor.alpha),
851 gl::unorm<8>(blendColor.alpha),
852 gl::unorm<8>(blendColor.alpha)));
853 }
854
855 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
856 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
857 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
858
859 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
860 blendState.destBlendRGB != blendState.destBlendAlpha ||
861 blendState.blendEquationRGB != blendState.blendEquationAlpha)
862 {
863 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
864
865 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
866 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
867 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
868 }
869 else
870 {
871 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
872 }
873 }
874 else
875 {
876 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
877 }
878
879 if (blendState.sampleAlphaToCoverage)
880 {
881 FIXME("Sample alpha to coverage is unimplemented.");
882 }
883
884 // Set the color mask
885 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
886 // Apparently some ATI cards have a bug where a draw with a zero color
887 // write mask can cause later draws to have incorrect results. Instead,
888 // set a nonzero color write mask but modify the blend state so that no
889 // drawing is done.
890 // http://code.google.com/p/angleproject/issues/detail?id=169
891
892 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
893 blendState.colorMaskBlue, blendState.colorMaskAlpha);
894 if (colorMask == 0 && !zeroColorMaskAllowed)
895 {
896 // Enable green channel, but set blending so nothing will be drawn.
897 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
898 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
899
900 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
901 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
902 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
903 }
904 else
905 {
906 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
907 }
908
909 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
910
911 mCurBlendState = blendState;
912 mCurBlendColor = blendColor;
913 }
914
915 if (sampleMaskChanged)
916 {
917 // Set the multisample mask
918 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
919 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
920
921 mCurSampleMask = sampleMask;
922 }
923
924 mForceSetBlendState = false;
925}
926
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000927void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000928 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000929{
930 bool depthStencilStateChanged = mForceSetDepthStencilState ||
931 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000932 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
933 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000934 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000935
936 if (depthStencilStateChanged)
937 {
938 if (depthStencilState.depthTest)
939 {
940 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
941 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
942 }
943 else
944 {
945 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
946 }
947
948 mCurDepthStencilState = depthStencilState;
949 }
950
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000951 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000952 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000953 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000954 {
955 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
956 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
957
958 // FIXME: Unsupported by D3D9
959 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
960 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
961 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
962 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000963 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000964 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
965 {
966 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 +0000967 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000968 }
969
970 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000971 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000972
973 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
974 depthStencilState.stencilWritemask);
975 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
976 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
977
978 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000979 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000980 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
981 depthStencilState.stencilMask);
982
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
984 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
985 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
986 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
987 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
988 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
989
990 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
991 depthStencilState.stencilBackWritemask);
992 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
993 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
994
995 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000996 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000997 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
998 depthStencilState.stencilBackMask);
999
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1001 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1002 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1003 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1004 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1005 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1006 }
1007 else
1008 {
1009 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1010 }
1011
1012 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1013
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001014 mCurStencilRef = stencilRef;
1015 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001016 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001017 }
1018
1019 mForceSetDepthStencilState = false;
1020}
1021
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001022void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001023{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001024 bool scissorChanged = mForceSetScissor ||
1025 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1026 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001028 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001029 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001030 if (enabled)
1031 {
1032 RECT rect;
1033 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1034 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1035 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1036 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1037 mDevice->SetScissorRect(&rect);
1038 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001039
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001040 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1041
1042 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001043 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001044 }
1045
1046 mForceSetScissor = false;
1047}
1048
daniel@transgaming.com12985182012-12-20 20:56:31 +00001049bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001050 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001051{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001052 gl::Rectangle actualViewport = viewport;
1053 float actualZNear = gl::clamp01(zNear);
1054 float actualZFar = gl::clamp01(zFar);
1055 if (ignoreViewport)
1056 {
1057 actualViewport.x = 0;
1058 actualViewport.y = 0;
1059 actualViewport.width = mRenderTargetDesc.width;
1060 actualViewport.height = mRenderTargetDesc.height;
1061 actualZNear = 0.0f;
1062 actualZFar = 1.0f;
1063 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001064
1065 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001066 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1067 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1068 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1069 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1070 dxViewport.MinZ = actualZNear;
1071 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001072
1073 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1074 {
1075 return false; // Nothing to render
1076 }
1077
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001078 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1079 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001080 if (viewportChanged)
1081 {
1082 mDevice->SetViewport(&dxViewport);
1083
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001084 mCurViewport = actualViewport;
1085 mCurNear = actualZNear;
1086 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001087
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001088 dx_VertexConstants vc = {0};
1089 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001091 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1092 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001093
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001094 pc.viewCoords[0] = actualViewport.width * 0.5f;
1095 pc.viewCoords[1] = actualViewport.height * 0.5f;
1096 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1097 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001098
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001099 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1100 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1101 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1102
1103 vc.depthRange[0] = actualZNear;
1104 vc.depthRange[1] = actualZFar;
1105 vc.depthRange[2] = actualZFar - actualZNear;
1106
1107 pc.depthRange[0] = actualZNear;
1108 pc.depthRange[1] = actualZFar;
1109 pc.depthRange[2] = actualZFar - actualZNear;
1110
1111 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1112 {
1113 mVertexConstants = vc;
1114 mDxUniformsDirty = true;
1115 }
1116
1117 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1118 {
1119 mPixelConstants = pc;
1120 mDxUniformsDirty = true;
1121 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001122 }
1123
1124 mForceSetViewport = false;
1125 return true;
1126}
1127
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001128bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1129{
1130 switch (mode)
1131 {
1132 case GL_POINTS:
1133 mPrimitiveType = D3DPT_POINTLIST;
1134 mPrimitiveCount = count;
1135 break;
1136 case GL_LINES:
1137 mPrimitiveType = D3DPT_LINELIST;
1138 mPrimitiveCount = count / 2;
1139 break;
1140 case GL_LINE_LOOP:
1141 mPrimitiveType = D3DPT_LINESTRIP;
1142 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1143 break;
1144 case GL_LINE_STRIP:
1145 mPrimitiveType = D3DPT_LINESTRIP;
1146 mPrimitiveCount = count - 1;
1147 break;
1148 case GL_TRIANGLES:
1149 mPrimitiveType = D3DPT_TRIANGLELIST;
1150 mPrimitiveCount = count / 3;
1151 break;
1152 case GL_TRIANGLE_STRIP:
1153 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1154 mPrimitiveCount = count - 2;
1155 break;
1156 case GL_TRIANGLE_FAN:
1157 mPrimitiveType = D3DPT_TRIANGLEFAN;
1158 mPrimitiveCount = count - 2;
1159 break;
1160 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001161 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001162 }
1163
1164 return mPrimitiveCount > 0;
1165}
1166
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001167
1168gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1169{
1170 if (!depthbuffer)
1171 {
1172 ERR("Unexpected null depthbuffer for depth-only FBO.");
1173 return NULL;
1174 }
1175
1176 GLsizei width = depthbuffer->getWidth();
1177 GLsizei height = depthbuffer->getHeight();
1178
1179 // search cached nullcolorbuffers
1180 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1181 {
1182 if (mNullColorbufferCache[i].buffer != NULL &&
1183 mNullColorbufferCache[i].width == width &&
1184 mNullColorbufferCache[i].height == height)
1185 {
1186 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1187 return mNullColorbufferCache[i].buffer;
1188 }
1189 }
1190
1191 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1192
1193 // add nullbuffer to the cache
1194 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1195 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1196 {
1197 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1198 {
1199 oldest = &mNullColorbufferCache[i];
1200 }
1201 }
1202
1203 delete oldest->buffer;
1204 oldest->buffer = nullbuffer;
1205 oldest->lruCount = ++mMaxNullColorbufferLRU;
1206 oldest->width = width;
1207 oldest->height = height;
1208
1209 return nullbuffer;
1210}
1211
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001212bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001213{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001214 // if there is no color attachment we must synthesize a NULL colorattachment
1215 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1216 gl::Renderbuffer *renderbufferObject = NULL;
1217 if (framebuffer->getColorbufferType() != GL_NONE)
1218 {
1219 renderbufferObject = framebuffer->getColorbuffer();
1220 }
1221 else
1222 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001223 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001224 }
1225 if (!renderbufferObject)
1226 {
1227 ERR("unable to locate renderbuffer for FBO.");
1228 return false;
1229 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001230
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001231 bool renderTargetChanged = false;
1232 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1233 if (renderTargetSerial != mAppliedRenderTargetSerial)
1234 {
1235 // Apply the render target on the device
1236 IDirect3DSurface9 *renderTargetSurface = NULL;
1237
1238 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1239 if (renderTarget)
1240 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001241 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001242 }
1243
1244 if (!renderTargetSurface)
1245 {
1246 ERR("render target pointer unexpectedly null.");
1247 return false; // Context must be lost
1248 }
1249
1250 mDevice->SetRenderTarget(0, renderTargetSurface);
1251 renderTargetSurface->Release();
1252
1253 mAppliedRenderTargetSerial = renderTargetSerial;
1254 renderTargetChanged = true;
1255 }
1256
1257 gl::Renderbuffer *depthStencil = NULL;
1258 unsigned int depthbufferSerial = 0;
1259 unsigned int stencilbufferSerial = 0;
1260 if (framebuffer->getDepthbufferType() != GL_NONE)
1261 {
1262 depthStencil = framebuffer->getDepthbuffer();
1263 if (!depthStencil)
1264 {
1265 ERR("Depth stencil pointer unexpectedly null.");
1266 return false;
1267 }
1268
1269 depthbufferSerial = depthStencil->getSerial();
1270 }
1271 else if (framebuffer->getStencilbufferType() != GL_NONE)
1272 {
1273 depthStencil = framebuffer->getStencilbuffer();
1274 if (!depthStencil)
1275 {
1276 ERR("Depth stencil pointer unexpectedly null.");
1277 return false;
1278 }
1279
1280 stencilbufferSerial = depthStencil->getSerial();
1281 }
1282
1283 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1284 stencilbufferSerial != mAppliedStencilbufferSerial ||
1285 !mDepthStencilInitialized)
1286 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001287 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001288 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001289
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001290 // Apply the depth stencil on the device
1291 if (depthStencil)
1292 {
1293 IDirect3DSurface9 *depthStencilSurface = NULL;
1294 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1295
1296 if (depthStencilRenderTarget)
1297 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001298 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001299 }
1300
1301 if (!depthStencilSurface)
1302 {
1303 ERR("depth stencil pointer unexpectedly null.");
1304 return false; // Context must be lost
1305 }
1306
1307 mDevice->SetDepthStencilSurface(depthStencilSurface);
1308 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001309
1310 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001311 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001312 }
1313 else
1314 {
1315 mDevice->SetDepthStencilSurface(NULL);
1316 }
1317
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001318 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1319 {
1320 mCurDepthSize = depthSize;
1321 mForceSetRasterState = true;
1322 }
1323
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001324 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1325 {
1326 mCurStencilSize = stencilSize;
1327 mForceSetDepthStencilState = true;
1328 }
1329
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001330 mAppliedDepthbufferSerial = depthbufferSerial;
1331 mAppliedStencilbufferSerial = stencilbufferSerial;
1332 mDepthStencilInitialized = true;
1333 }
1334
1335 if (renderTargetChanged || !mRenderTargetDescInitialized)
1336 {
1337 mForceSetScissor = true;
1338 mForceSetViewport = true;
1339
1340 mRenderTargetDesc.width = renderbufferObject->getWidth();
1341 mRenderTargetDesc.height = renderbufferObject->getHeight();
1342 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1343 mRenderTargetDescInitialized = true;
1344 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001345
1346 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001347}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001348
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001349GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001350{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001351 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001352 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1353 if (err != GL_NO_ERROR)
1354 {
1355 return err;
1356 }
1357
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001358 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1359}
1360
1361// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001362GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001363{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001364 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001365
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001366 if (err == GL_NO_ERROR)
1367 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001368 // Directly binding the storage buffer is not supported for d3d9
1369 ASSERT(indexInfo->storage == NULL);
1370
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001371 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001372 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001373 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1374
1375 mDevice->SetIndices(indexBuffer->getBuffer());
1376 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001377 }
1378 }
1379
1380 return err;
1381}
1382
1383void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1384{
1385 startScene();
1386
1387 if (mode == GL_LINE_LOOP)
1388 {
1389 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1390 }
1391 else if (instances > 0)
1392 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001393 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001394 if (countingIB)
1395 {
1396 if (mAppliedIBSerial != countingIB->getSerial())
1397 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001398 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1399
1400 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001401 mAppliedIBSerial = countingIB->getSerial();
1402 }
1403
1404 for (int i = 0; i < mRepeatDraw; i++)
1405 {
1406 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1407 }
1408 }
1409 else
1410 {
1411 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001412 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001413 }
1414 }
1415 else // Regular case
1416 {
1417 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1418 }
1419}
1420
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001421void 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 +00001422{
1423 startScene();
1424
1425 if (mode == GL_LINE_LOOP)
1426 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001427 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001428 }
1429 else
1430 {
1431 for (int i = 0; i < mRepeatDraw; i++)
1432 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001433 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1434 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001435 }
1436 }
1437}
1438
1439void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1440{
1441 // Get the raw indices for an indexed draw
1442 if (type != GL_NONE && elementArrayBuffer)
1443 {
1444 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001445 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001446 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001447 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001448 }
1449
1450 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001451
1452 if (get32BitIndexSupport())
1453 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001454 if (!mLineLoopIB)
1455 {
1456 mLineLoopIB = new StreamingIndexBufferInterface(this);
1457 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1458 {
1459 delete mLineLoopIB;
1460 mLineLoopIB = NULL;
1461
1462 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001463 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001464 }
1465 }
1466
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001467 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001469 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001470 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001471 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001472 }
1473
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001474 void* mappedMemory = NULL;
1475 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1476 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001477 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001478 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001479 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001481
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001482 startIndex = static_cast<UINT>(offset) / 4;
1483 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1484
1485 switch (type)
1486 {
1487 case GL_NONE: // Non-indexed draw
1488 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001489 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001491 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001492 data[count] = 0;
1493 break;
1494 case GL_UNSIGNED_BYTE:
1495 for (int i = 0; i < count; i++)
1496 {
1497 data[i] = static_cast<const GLubyte*>(indices)[i];
1498 }
1499 data[count] = static_cast<const GLubyte*>(indices)[0];
1500 break;
1501 case GL_UNSIGNED_SHORT:
1502 for (int i = 0; i < count; i++)
1503 {
1504 data[i] = static_cast<const GLushort*>(indices)[i];
1505 }
1506 data[count] = static_cast<const GLushort*>(indices)[0];
1507 break;
1508 case GL_UNSIGNED_INT:
1509 for (int i = 0; i < count; i++)
1510 {
1511 data[i] = static_cast<const GLuint*>(indices)[i];
1512 }
1513 data[count] = static_cast<const GLuint*>(indices)[0];
1514 break;
1515 default: UNREACHABLE();
1516 }
1517
1518 if (!mLineLoopIB->unmapBuffer())
1519 {
1520 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001521 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001522 }
1523 }
1524 else
1525 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001526 if (!mLineLoopIB)
1527 {
1528 mLineLoopIB = new StreamingIndexBufferInterface(this);
1529 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1530 {
1531 delete mLineLoopIB;
1532 mLineLoopIB = NULL;
1533
1534 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001535 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 }
1537 }
1538
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001539 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001541 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001542 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001543 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001544 }
1545
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001546 void* mappedMemory = NULL;
1547 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1548 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001549 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001551 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001553
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 startIndex = static_cast<UINT>(offset) / 2;
1555 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1556
1557 switch (type)
1558 {
1559 case GL_NONE: // Non-indexed draw
1560 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001561 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001563 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001564 data[count] = 0;
1565 break;
1566 case GL_UNSIGNED_BYTE:
1567 for (int i = 0; i < count; i++)
1568 {
1569 data[i] = static_cast<const GLubyte*>(indices)[i];
1570 }
1571 data[count] = static_cast<const GLubyte*>(indices)[0];
1572 break;
1573 case GL_UNSIGNED_SHORT:
1574 for (int i = 0; i < count; i++)
1575 {
1576 data[i] = static_cast<const GLushort*>(indices)[i];
1577 }
1578 data[count] = static_cast<const GLushort*>(indices)[0];
1579 break;
1580 case GL_UNSIGNED_INT:
1581 for (int i = 0; i < count; i++)
1582 {
1583 data[i] = static_cast<const GLuint*>(indices)[i];
1584 }
1585 data[count] = static_cast<const GLuint*>(indices)[0];
1586 break;
1587 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001588 }
1589
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001590 if (!mLineLoopIB->unmapBuffer())
1591 {
1592 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001593 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001594 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001595 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001596
1597 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001598 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001599 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1600
1601 mDevice->SetIndices(indexBuffer->getBuffer());
1602 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001603 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001604
1605 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001606}
1607
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001608void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1609{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001610 unsigned int programBinarySerial = programBinary->getSerial();
1611 if (programBinarySerial != mAppliedProgramBinarySerial)
1612 {
1613 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1614 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001615
daniel@transgaming.come4991412012-12-20 20:55:34 +00001616 IDirect3DVertexShader9 *vertexShader = NULL;
1617 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001618
daniel@transgaming.come4991412012-12-20 20:55:34 +00001619 IDirect3DPixelShader9 *pixelShader = NULL;
1620 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001621
daniel@transgaming.come4991412012-12-20 20:55:34 +00001622 mDevice->SetPixelShader(pixelShader);
1623 mDevice->SetVertexShader(vertexShader);
1624 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001625 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001626
1627 mAppliedProgramBinarySerial = programBinarySerial;
1628 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001629}
1630
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001631void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001632{
1633 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1634 {
1635 gl::Uniform *targetUniform = *ub;
1636
1637 if (targetUniform->dirty)
1638 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001639 GLfloat *f = (GLfloat*)targetUniform->data;
1640 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001641
1642 switch (targetUniform->type)
1643 {
1644 case GL_SAMPLER_2D:
1645 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001646 break;
1647 case GL_BOOL:
1648 case GL_BOOL_VEC2:
1649 case GL_BOOL_VEC3:
1650 case GL_BOOL_VEC4:
1651 applyUniformnbv(targetUniform, i);
1652 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001653 case GL_FLOAT:
1654 case GL_FLOAT_VEC2:
1655 case GL_FLOAT_VEC3:
1656 case GL_FLOAT_VEC4:
1657 case GL_FLOAT_MAT2:
1658 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001659 case GL_FLOAT_MAT4:
1660 applyUniformnfv(targetUniform, f);
1661 break;
1662 case GL_INT:
1663 case GL_INT_VEC2:
1664 case GL_INT_VEC3:
1665 case GL_INT_VEC4:
1666 applyUniformniv(targetUniform, i);
1667 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001668 default:
1669 UNREACHABLE();
1670 }
1671
1672 targetUniform->dirty = false;
1673 }
1674 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001675
1676 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001677 if (mDxUniformsDirty)
1678 {
1679 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1680 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1681 mDxUniformsDirty = false;
1682 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001683}
1684
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001685void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001686{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001687 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001688 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001689 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001690 }
1691
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001692 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001693 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001694 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001695 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001696}
1697
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001698void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001699{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001700 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1701 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001702
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001703 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001704 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001705 vector[i][0] = (GLfloat)v[4 * i + 0];
1706 vector[i][1] = (GLfloat)v[4 * i + 1];
1707 vector[i][2] = (GLfloat)v[4 * i + 2];
1708 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001709 }
1710
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001711 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001712}
1713
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001714void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001715{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001716 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1717 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001718
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001719 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001720 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001721 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1722 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1723 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1724 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725 }
1726
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001727 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728}
1729
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001730void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001731{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001732 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1733 gl::unorm<8>(clearParams.colorClearValue.red),
1734 gl::unorm<8>(clearParams.colorClearValue.green),
1735 gl::unorm<8>(clearParams.colorClearValue.blue));
1736 float depth = gl::clamp01(clearParams.depthClearValue);
1737 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001738
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001739 unsigned int stencilUnmasked = 0x0;
1740 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1741 {
1742 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1743 stencilUnmasked = (0x1 << stencilSize) - 1;
1744 }
1745
1746 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1747
1748 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1749 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1750 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1751 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1752 clearParams.colorMaskBlue && alphaUnmasked);
1753
1754 if (needMaskedColorClear || needMaskedStencilClear)
1755 {
1756 // State which is altered in all paths from this point to the clear call is saved.
1757 // State which is altered in only some paths will be flagged dirty in the case that
1758 // that path is taken.
1759 HRESULT hr;
1760 if (mMaskedClearSavedState == NULL)
1761 {
1762 hr = mDevice->BeginStateBlock();
1763 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1764
1765 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1766 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1767 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1768 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1769 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1770 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1771 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1772 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1773 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1774 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1775 mDevice->SetPixelShader(NULL);
1776 mDevice->SetVertexShader(NULL);
1777 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1778 mDevice->SetStreamSource(0, NULL, 0, 0);
1779 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1780 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1781 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1782 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1783 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1784 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1785 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1786
1787 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1788 {
1789 mDevice->SetStreamSourceFreq(i, 1);
1790 }
1791
1792 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1793 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1794 }
1795
1796 ASSERT(mMaskedClearSavedState != NULL);
1797
1798 if (mMaskedClearSavedState != NULL)
1799 {
1800 hr = mMaskedClearSavedState->Capture();
1801 ASSERT(SUCCEEDED(hr));
1802 }
1803
1804 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1805 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1806 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1807 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1808 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1809 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1810 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1811 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1812
1813 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1814 {
1815 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1816 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1817 clearParams.colorMaskGreen,
1818 clearParams.colorMaskBlue,
1819 clearParams.colorMaskAlpha));
1820 }
1821 else
1822 {
1823 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1824 }
1825
1826 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1827 {
1828 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1829 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1830 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1831 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1832 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1833 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1834 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1835 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1836 }
1837 else
1838 {
1839 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1840 }
1841
1842 mDevice->SetPixelShader(NULL);
1843 mDevice->SetVertexShader(NULL);
1844 mDevice->SetFVF(D3DFVF_XYZRHW);
1845 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1846 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1847 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1848 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1849 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1850 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1851 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1852
1853 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1854 {
1855 mDevice->SetStreamSourceFreq(i, 1);
1856 }
1857
1858 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1859 quad[0][0] = -0.5f;
1860 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1861 quad[0][2] = 0.0f;
1862 quad[0][3] = 1.0f;
1863
1864 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1865 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1866 quad[1][2] = 0.0f;
1867 quad[1][3] = 1.0f;
1868
1869 quad[2][0] = -0.5f;
1870 quad[2][1] = -0.5f;
1871 quad[2][2] = 0.0f;
1872 quad[2][3] = 1.0f;
1873
1874 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1875 quad[3][1] = -0.5f;
1876 quad[3][2] = 0.0f;
1877 quad[3][3] = 1.0f;
1878
1879 startScene();
1880 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1881
1882 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1883 {
1884 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1885 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1886 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1887 }
1888
1889 if (mMaskedClearSavedState != NULL)
1890 {
1891 mMaskedClearSavedState->Apply();
1892 }
1893 }
1894 else if (clearParams.mask)
1895 {
1896 DWORD dxClearFlags = 0;
1897 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1898 {
1899 dxClearFlags |= D3DCLEAR_TARGET;
1900 }
1901 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1902 {
1903 dxClearFlags |= D3DCLEAR_ZBUFFER;
1904 }
1905 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1906 {
1907 dxClearFlags |= D3DCLEAR_STENCIL;
1908 }
1909
1910 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1911 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001912}
1913
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001914void Renderer9::markAllStateDirty()
1915{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001916 mAppliedRenderTargetSerial = 0;
1917 mAppliedDepthbufferSerial = 0;
1918 mAppliedStencilbufferSerial = 0;
1919 mDepthStencilInitialized = false;
1920 mRenderTargetDescInitialized = false;
1921
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001922 mForceSetDepthStencilState = true;
1923 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001924 mForceSetScissor = true;
1925 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001926 mForceSetBlendState = true;
1927
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001928 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001929 {
1930 mForceSetVertexSamplerStates[i] = true;
1931 mCurVertexTextureSerials[i] = 0;
1932 }
1933 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1934 {
1935 mForceSetPixelSamplerStates[i] = true;
1936 mCurPixelTextureSerials[i] = 0;
1937 }
1938
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001939 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001940 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001941 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001942
1943 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001944}
1945
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001946void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001947{
1948 while (!mEventQueryPool.empty())
1949 {
1950 mEventQueryPool.back()->Release();
1951 mEventQueryPool.pop_back();
1952 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001953
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001954 if (mMaskedClearSavedState)
1955 {
1956 mMaskedClearSavedState->Release();
1957 mMaskedClearSavedState = NULL;
1958 }
1959
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001960 mVertexShaderCache.clear();
1961 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001962
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001963 delete mBlit;
1964 mBlit = NULL;
1965
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001966 delete mVertexDataManager;
1967 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001968
1969 delete mIndexDataManager;
1970 mIndexDataManager = NULL;
1971
1972 delete mLineLoopIB;
1973 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001974
1975 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1976 {
1977 delete mNullColorbufferCache[i].buffer;
1978 mNullColorbufferCache[i].buffer = NULL;
1979 }
1980
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001981}
1982
1983
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001984void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001985{
1986 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001987 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001988}
1989
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001990bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001991{
1992 return mDeviceLost;
1993}
1994
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001995// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001996bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001997{
1998 bool isLost = false;
1999
2000 if (mDeviceEx)
2001 {
2002 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2003 }
2004 else if (mDevice)
2005 {
2006 isLost = FAILED(mDevice->TestCooperativeLevel());
2007 }
2008 else
2009 {
2010 // No device yet, so no reset required
2011 }
2012
2013 if (isLost)
2014 {
2015 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002016 // we'll probably get this done again by notifyDeviceLost
2017 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002018 // Note that we don't want to clear the device loss status here
2019 // -- this needs to be done by resetDevice
2020 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002021 if (notify)
2022 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002023 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002024 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002025 }
2026
2027 return isLost;
2028}
2029
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002030bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002031{
2032 HRESULT status = D3D_OK;
2033
2034 if (mDeviceEx)
2035 {
2036 status = mDeviceEx->CheckDeviceState(NULL);
2037 }
2038 else if (mDevice)
2039 {
2040 status = mDevice->TestCooperativeLevel();
2041 }
2042
2043 switch (status)
2044 {
2045 case D3DERR_DEVICENOTRESET:
2046 case D3DERR_DEVICEHUNG:
2047 return true;
2048 default:
2049 return false;
2050 }
2051}
2052
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002053bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002054{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002055 releaseDeviceResources();
2056
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002057 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2058
2059 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002060 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002061 int attempts = 3;
2062
2063 while (lost && attempts > 0)
2064 {
2065 if (mDeviceEx)
2066 {
2067 Sleep(500); // Give the graphics driver some CPU time
2068 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2069 }
2070 else
2071 {
2072 result = mDevice->TestCooperativeLevel();
2073 while (result == D3DERR_DEVICELOST)
2074 {
2075 Sleep(100); // Give the graphics driver some CPU time
2076 result = mDevice->TestCooperativeLevel();
2077 }
2078
2079 if (result == D3DERR_DEVICENOTRESET)
2080 {
2081 result = mDevice->Reset(&presentParameters);
2082 }
2083 }
2084
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002085 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002086 attempts --;
2087 }
2088
2089 if (FAILED(result))
2090 {
2091 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2092 return false;
2093 }
2094
2095 // reset device defaults
2096 initializeDevice();
2097 mDeviceLost = false;
2098
2099 return true;
2100}
2101
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002102DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002103{
2104 return mAdapterIdentifier.VendorId;
2105}
2106
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002107std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002108{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002109 std::ostringstream rendererString;
2110
2111 rendererString << mAdapterIdentifier.Description;
2112 if (getShareHandleSupport())
2113 {
2114 rendererString << " Direct3D9Ex";
2115 }
2116 else
2117 {
2118 rendererString << " Direct3D9";
2119 }
2120
2121 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2122 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2123
2124 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002125}
2126
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002127GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002128{
2129 return mAdapterIdentifier.DeviceIdentifier;
2130}
2131
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002132void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002133{
2134 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2135 {
2136 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2137 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2138
2139 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2140 }
2141}
2142
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002143bool Renderer9::getBGRATextureSupport() const
2144{
2145 // DirectX 9 always supports BGRA
2146 return true;
2147}
2148
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002149bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002150{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002151 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002152}
2153
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002154bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002155{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002156 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002157}
2158
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002159bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002160{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002161 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002162}
2163
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002164bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002165{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002166 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002167}
2168
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002169bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002170{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002171 *filtering = mFloat32FilterSupport;
2172 *renderable = mFloat32RenderSupport;
2173 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002174}
2175
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002176bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002177{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002178 *filtering = mFloat16FilterSupport;
2179 *renderable = mFloat16RenderSupport;
2180 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002181}
2182
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002183bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002184{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002185 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002186}
2187
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002188bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002189{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002190 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191}
2192
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002193bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002194{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002195 return mSupportsTextureFilterAnisotropy;
2196}
2197
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002198float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002199{
2200 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201 {
2202 return mDeviceCaps.MaxAnisotropy;
2203 }
2204 return 1.0f;
2205}
2206
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002207bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002209 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002210}
2211
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002212unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002213{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002214 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2215 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002216}
2217
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002218unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2219{
2220 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2221}
2222
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002223int Renderer9::getMaxVertexUniformVectors() const
2224{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002225 return MAX_VERTEX_UNIFORM_VECTORS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002226}
2227
2228int Renderer9::getMaxFragmentUniformVectors() const
2229{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002230 return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002231}
2232
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002233int Renderer9::getMaxVaryingVectors() const
2234{
2235 return getMajorShaderModel() >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2236}
2237
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002238bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002239{
2240 return mSupportsNonPower2Textures;
2241}
2242
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002243bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002244{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002245 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002246}
2247
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002248bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002249{
2250 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2251}
2252
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002253bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002254{
2255 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002256 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002257}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002258
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002259bool Renderer9::getDerivativeInstructionSupport() const
2260{
2261 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2262}
2263
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002264bool Renderer9::getPostSubBufferSupport() const
2265{
2266 return true;
2267}
2268
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002269int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002270{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002271 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002272}
2273
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002274float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002275{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002276 // Point size clamped at 1.0f for SM2
2277 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002278}
2279
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002280int Renderer9::getMaxViewportDimension() const
2281{
2282 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2283 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2284 return maxTextureDimension;
2285}
2286
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002287int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002288{
2289 return (int)mDeviceCaps.MaxTextureWidth;
2290}
2291
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002292int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002293{
2294 return (int)mDeviceCaps.MaxTextureHeight;
2295}
2296
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002297bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002298{
2299 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2300}
2301
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002302DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002303{
2304 return mDeviceCaps.DeclTypes;
2305}
2306
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002307int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002308{
2309 return mMinSwapInterval;
2310}
2311
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002312int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002313{
2314 return mMaxSwapInterval;
2315}
2316
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002317int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002318{
2319 return mMaxSupportedSamples;
2320}
2321
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002322int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002323{
2324 if (requested == 0)
2325 {
2326 return requested;
2327 }
2328
2329 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2330 if (itr == mMultiSampleSupport.end())
2331 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002332 if (format == D3DFMT_UNKNOWN)
2333 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002334 return -1;
2335 }
2336
2337 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2338 {
2339 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2340 {
2341 return i;
2342 }
2343 }
2344
2345 return -1;
2346}
2347
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002348D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2349{
2350 switch (internalformat)
2351 {
2352 case GL_DEPTH_COMPONENT16:
2353 case GL_DEPTH_COMPONENT32_OES:
2354 case GL_DEPTH24_STENCIL8_OES:
2355 return D3DFMT_INTZ;
2356 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2357 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2358 return D3DFMT_DXT1;
2359 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2360 return D3DFMT_DXT3;
2361 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2362 return D3DFMT_DXT5;
2363 case GL_RGBA32F_EXT:
2364 case GL_RGB32F_EXT:
2365 case GL_ALPHA32F_EXT:
2366 case GL_LUMINANCE32F_EXT:
2367 case GL_LUMINANCE_ALPHA32F_EXT:
2368 return D3DFMT_A32B32G32R32F;
2369 case GL_RGBA16F_EXT:
2370 case GL_RGB16F_EXT:
2371 case GL_ALPHA16F_EXT:
2372 case GL_LUMINANCE16F_EXT:
2373 case GL_LUMINANCE_ALPHA16F_EXT:
2374 return D3DFMT_A16B16G16R16F;
2375 case GL_LUMINANCE8_EXT:
2376 if (getLuminanceTextureSupport())
2377 {
2378 return D3DFMT_L8;
2379 }
2380 break;
2381 case GL_LUMINANCE8_ALPHA8_EXT:
2382 if (getLuminanceAlphaTextureSupport())
2383 {
2384 return D3DFMT_A8L8;
2385 }
2386 break;
2387 case GL_RGB8_OES:
2388 case GL_RGB565:
2389 return D3DFMT_X8R8G8B8;
2390 }
2391
2392 return D3DFMT_A8R8G8B8;
2393}
2394
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002395bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002396{
2397 bool result = false;
2398
2399 if (source && dest)
2400 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002401 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2402 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002403
2404 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002405 for (int i = 0; i < levels; ++i)
2406 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002407 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2408 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002409
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002410 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002411
2412 if (srcSurf) srcSurf->Release();
2413 if (dstSurf) dstSurf->Release();
2414
2415 if (!result)
2416 return false;
2417 }
2418 }
2419
2420 return result;
2421}
2422
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002423bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002424{
2425 bool result = false;
2426
2427 if (source && dest)
2428 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002429 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2430 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002431 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002432 for (int f = 0; f < 6; f++)
2433 {
2434 for (int i = 0; i < levels; i++)
2435 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002436 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2437 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002438
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002439 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002440
2441 if (srcSurf) srcSurf->Release();
2442 if (dstSurf) dstSurf->Release();
2443
2444 if (!result)
2445 return false;
2446 }
2447 }
2448 }
2449
2450 return result;
2451}
2452
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002453D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002454{
2455 if (mD3d9Ex != NULL)
2456 {
2457 return D3DPOOL_DEFAULT;
2458 }
2459 else
2460 {
2461 if (!(usage & D3DUSAGE_DYNAMIC))
2462 {
2463 return D3DPOOL_MANAGED;
2464 }
2465 }
2466
2467 return D3DPOOL_DEFAULT;
2468}
2469
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002470bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002471 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002472{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002473 RECT rect;
2474 rect.left = sourceRect.x;
2475 rect.top = sourceRect.y;
2476 rect.right = sourceRect.x + sourceRect.width;
2477 rect.bottom = sourceRect.y + sourceRect.height;
2478
2479 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002480}
2481
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002482bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002483 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002484{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002485 RECT rect;
2486 rect.left = sourceRect.x;
2487 rect.top = sourceRect.y;
2488 rect.right = sourceRect.x + sourceRect.width;
2489 rect.bottom = sourceRect.y + sourceRect.height;
2490
2491 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002492}
2493
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002494bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002495 bool blitRenderTarget, bool blitDepthStencil)
2496{
2497 endScene();
2498
2499 if (blitRenderTarget)
2500 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002501 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2502 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2503 RenderTarget9 *readRenderTarget = NULL;
2504 RenderTarget9 *drawRenderTarget = NULL;
2505 IDirect3DSurface9* readSurface = NULL;
2506 IDirect3DSurface9* drawSurface = NULL;
2507
2508 if (readBuffer)
2509 {
2510 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2511 }
2512 if (drawBuffer)
2513 {
2514 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2515 }
2516
2517 if (readRenderTarget)
2518 {
2519 readSurface = readRenderTarget->getSurface();
2520 }
2521 if (drawRenderTarget)
2522 {
2523 drawSurface = drawRenderTarget->getSurface();
2524 }
2525
2526 if (!readSurface || !drawSurface)
2527 {
2528 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002529 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002530 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002531
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002532 RECT srcRect;
2533 srcRect.left = readRect.x;
2534 srcRect.right = readRect.x + readRect.width;
2535 srcRect.top = readRect.y;
2536 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002537
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002538 RECT dstRect;
2539 dstRect.left = drawRect.x;
2540 dstRect.right = drawRect.x + drawRect.width;
2541 dstRect.top = drawRect.y;
2542 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002543
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002544 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002545
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002546 readSurface->Release();
2547 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002548
2549 if (FAILED(result))
2550 {
2551 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2552 return false;
2553 }
2554 }
2555
2556 if (blitDepthStencil)
2557 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002558 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2559 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2560 RenderTarget9 *readDepthStencil = NULL;
2561 RenderTarget9 *drawDepthStencil = NULL;
2562 IDirect3DSurface9* readSurface = NULL;
2563 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002564
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002565 if (readBuffer)
2566 {
2567 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2568 }
2569 if (drawBuffer)
2570 {
2571 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2572 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002573
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002574 if (readDepthStencil)
2575 {
2576 readSurface = readDepthStencil->getSurface();
2577 }
2578 if (drawDepthStencil)
2579 {
2580 drawSurface = drawDepthStencil->getSurface();
2581 }
2582
2583 if (!readSurface || !drawSurface)
2584 {
2585 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002586 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002587 }
2588
2589 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2590
2591 readSurface->Release();
2592 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002593
2594 if (FAILED(result))
2595 {
2596 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2597 return false;
2598 }
2599 }
2600
2601 return true;
2602}
2603
2604void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2605 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2606{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002607 RenderTarget9 *renderTarget = NULL;
2608 IDirect3DSurface9 *surface = NULL;
2609 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2610
2611 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002612 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002613 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2614 }
2615
2616 if (renderTarget)
2617 {
2618 surface = renderTarget->getSurface();
2619 }
2620
2621 if (!surface)
2622 {
2623 // context must be lost
2624 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002625 }
2626
2627 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002628 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002629
2630 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2631 {
2632 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002633 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002634 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002635 }
2636
2637 HRESULT result;
2638 IDirect3DSurface9 *systemSurface = NULL;
2639 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2640 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2641 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2642 if (directToPixels)
2643 {
2644 // Use the pixels ptr as a shared handle to write directly into client's memory
2645 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2646 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2647 if (FAILED(result))
2648 {
2649 // Try again without the shared handle
2650 directToPixels = false;
2651 }
2652 }
2653
2654 if (!directToPixels)
2655 {
2656 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2657 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2658 if (FAILED(result))
2659 {
2660 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002661 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002662 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002663 }
2664 }
2665
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002666 result = mDevice->GetRenderTargetData(surface, systemSurface);
2667 surface->Release();
2668 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002669
2670 if (FAILED(result))
2671 {
2672 systemSurface->Release();
2673
2674 // It turns out that D3D will sometimes produce more error
2675 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002676 if (d3d9::isDeviceLostError(result))
2677 {
2678 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002679 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002680 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002681 else
2682 {
2683 UNREACHABLE();
2684 return;
2685 }
2686
2687 }
2688
2689 if (directToPixels)
2690 {
2691 systemSurface->Release();
2692 return;
2693 }
2694
2695 RECT rect;
2696 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2697 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2698 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2699 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2700
2701 D3DLOCKED_RECT lock;
2702 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2703
2704 if (FAILED(result))
2705 {
2706 UNREACHABLE();
2707 systemSurface->Release();
2708
2709 return; // No sensible error to generate
2710 }
2711
2712 unsigned char *dest = (unsigned char*)pixels;
2713 unsigned short *dest16 = (unsigned short*)pixels;
2714
2715 unsigned char *source;
2716 int inputPitch;
2717 if (packReverseRowOrder)
2718 {
2719 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2720 inputPitch = -lock.Pitch;
2721 }
2722 else
2723 {
2724 source = (unsigned char*)lock.pBits;
2725 inputPitch = lock.Pitch;
2726 }
2727
2728 unsigned int fastPixelSize = 0;
2729
2730 if (desc.Format == D3DFMT_A8R8G8B8 &&
2731 format == GL_BGRA_EXT &&
2732 type == GL_UNSIGNED_BYTE)
2733 {
2734 fastPixelSize = 4;
2735 }
2736 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2737 format == GL_BGRA_EXT &&
2738 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2739 (desc.Format == D3DFMT_A1R5G5B5 &&
2740 format == GL_BGRA_EXT &&
2741 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2742 {
2743 fastPixelSize = 2;
2744 }
2745 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2746 format == GL_RGBA &&
2747 type == GL_HALF_FLOAT_OES)
2748 {
2749 fastPixelSize = 8;
2750 }
2751 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2752 format == GL_RGBA &&
2753 type == GL_FLOAT)
2754 {
2755 fastPixelSize = 16;
2756 }
2757
2758 for (int j = 0; j < rect.bottom - rect.top; j++)
2759 {
2760 if (fastPixelSize != 0)
2761 {
2762 // Fast path for formats which require no translation:
2763 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2764 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2765 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2766 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2767 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2768 //
2769 // Note that buffers with no alpha go through the slow path below.
2770 memcpy(dest + j * outputPitch,
2771 source + j * inputPitch,
2772 (rect.right - rect.left) * fastPixelSize);
2773 continue;
2774 }
2775
2776 for (int i = 0; i < rect.right - rect.left; i++)
2777 {
2778 float r;
2779 float g;
2780 float b;
2781 float a;
2782
2783 switch (desc.Format)
2784 {
2785 case D3DFMT_R5G6B5:
2786 {
2787 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2788
2789 a = 1.0f;
2790 b = (rgb & 0x001F) * (1.0f / 0x001F);
2791 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2792 r = (rgb & 0xF800) * (1.0f / 0xF800);
2793 }
2794 break;
2795 case D3DFMT_A1R5G5B5:
2796 {
2797 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2798
2799 a = (argb & 0x8000) ? 1.0f : 0.0f;
2800 b = (argb & 0x001F) * (1.0f / 0x001F);
2801 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2802 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2803 }
2804 break;
2805 case D3DFMT_A8R8G8B8:
2806 {
2807 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2808
2809 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2810 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2811 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2812 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2813 }
2814 break;
2815 case D3DFMT_X8R8G8B8:
2816 {
2817 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2818
2819 a = 1.0f;
2820 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2821 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2822 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2823 }
2824 break;
2825 case D3DFMT_A2R10G10B10:
2826 {
2827 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2828
2829 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2830 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2831 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2832 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2833 }
2834 break;
2835 case D3DFMT_A32B32G32R32F:
2836 {
2837 // float formats in D3D are stored rgba, rather than the other way round
2838 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2839 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2840 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2841 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2842 }
2843 break;
2844 case D3DFMT_A16B16G16R16F:
2845 {
2846 // float formats in D3D are stored rgba, rather than the other way round
2847 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2848 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2849 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2850 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2851 }
2852 break;
2853 default:
2854 UNIMPLEMENTED(); // FIXME
2855 UNREACHABLE();
2856 return;
2857 }
2858
2859 switch (format)
2860 {
2861 case GL_RGBA:
2862 switch (type)
2863 {
2864 case GL_UNSIGNED_BYTE:
2865 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2866 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2867 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2868 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2869 break;
2870 default: UNREACHABLE();
2871 }
2872 break;
2873 case GL_BGRA_EXT:
2874 switch (type)
2875 {
2876 case GL_UNSIGNED_BYTE:
2877 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2878 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2879 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2880 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2881 break;
2882 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2883 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2884 // this type is packed as follows:
2885 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2886 // --------------------------------------------------------------------------------
2887 // | 4th | 3rd | 2nd | 1st component |
2888 // --------------------------------------------------------------------------------
2889 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2890 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2891 ((unsigned short)(15 * a + 0.5f) << 12)|
2892 ((unsigned short)(15 * r + 0.5f) << 8) |
2893 ((unsigned short)(15 * g + 0.5f) << 4) |
2894 ((unsigned short)(15 * b + 0.5f) << 0);
2895 break;
2896 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2897 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2898 // this type is packed as follows:
2899 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2900 // --------------------------------------------------------------------------------
2901 // | 4th | 3rd | 2nd | 1st component |
2902 // --------------------------------------------------------------------------------
2903 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2904 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2905 ((unsigned short)( a + 0.5f) << 15) |
2906 ((unsigned short)(31 * r + 0.5f) << 10) |
2907 ((unsigned short)(31 * g + 0.5f) << 5) |
2908 ((unsigned short)(31 * b + 0.5f) << 0);
2909 break;
2910 default: UNREACHABLE();
2911 }
2912 break;
2913 case GL_RGB:
2914 switch (type)
2915 {
2916 case GL_UNSIGNED_SHORT_5_6_5:
2917 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2918 ((unsigned short)(31 * b + 0.5f) << 0) |
2919 ((unsigned short)(63 * g + 0.5f) << 5) |
2920 ((unsigned short)(31 * r + 0.5f) << 11);
2921 break;
2922 case GL_UNSIGNED_BYTE:
2923 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2924 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2925 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2926 break;
2927 default: UNREACHABLE();
2928 }
2929 break;
2930 default: UNREACHABLE();
2931 }
2932 }
2933 }
2934
2935 systemSurface->UnlockRect();
2936
2937 systemSurface->Release();
2938}
2939
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002940RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2941{
2942 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2943 IDirect3DSurface9 *surface = NULL;
2944 if (depth)
2945 {
2946 surface = swapChain9->getDepthStencil();
2947 }
2948 else
2949 {
2950 surface = swapChain9->getRenderTarget();
2951 }
2952
2953 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2954
2955 return renderTarget;
2956}
2957
2958RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2959{
2960 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2961 return renderTarget;
2962}
2963
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002964ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002965{
2966 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002967
2968 switch (type)
2969 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002970 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002971 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002972 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002973 if (vshader)
2974 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002975 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002976 }
2977 }
2978 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002979 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002980 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002981 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002982 if (pshader)
2983 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002984 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002985 }
2986 }
2987 break;
2988 default:
2989 UNREACHABLE();
2990 break;
2991 }
2992
2993 return executable;
2994}
2995
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002996ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002997{
2998 const char *profile = NULL;
2999
3000 switch (type)
3001 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003002 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003003 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3004 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003005 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003006 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3007 break;
3008 default:
3009 UNREACHABLE();
3010 return NULL;
3011 }
3012
shannon.woods@transgaming.com4e91d562013-02-28 23:12:09 +00003013 ID3DBlob *binary = (ID3DBlob*) compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003014 if (!binary)
3015 return NULL;
3016
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003017 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003018 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003019
3020 return executable;
3021}
3022
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003023bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3024{
3025 return mBlit->boxFilter(source, dest);
3026}
3027
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003028D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003029{
3030 if (mD3d9Ex != NULL)
3031 {
3032 return D3DPOOL_DEFAULT;
3033 }
3034 else
3035 {
3036 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3037 {
3038 return D3DPOOL_MANAGED;
3039 }
3040 }
3041
3042 return D3DPOOL_DEFAULT;
3043}
3044
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003045bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3046{
3047 if (source && dest)
3048 {
3049 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003050
3051 if (fromManaged)
3052 {
3053 D3DSURFACE_DESC desc;
3054 source->GetDesc(&desc);
3055
3056 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003057 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003058
3059 if (SUCCEEDED(result))
3060 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003061 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003062 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003063 surf->Release();
3064 }
3065 }
3066 else
3067 {
3068 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003069 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003070 }
3071
3072 if (FAILED(result))
3073 {
3074 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3075 return false;
3076 }
3077 }
3078
3079 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003080}
3081
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003082Image *Renderer9::createImage()
3083{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003084 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003085}
3086
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003087void Renderer9::generateMipmap(Image *dest, Image *src)
3088{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003089 Image9 *src9 = Image9::makeImage9(src);
3090 Image9 *dst9 = Image9::makeImage9(dest);
3091 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003092}
3093
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003094TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3095{
3096 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3097 return new TextureStorage9_2D(this, swapChain9);
3098}
3099
3100TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3101{
3102 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3103}
3104
3105TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3106{
3107 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3108}
3109
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003110}