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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
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/Program.h"
16#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000017#include "libGLESv2/renderer/IndexDataManager.h"
18#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000019#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000020#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000021#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000023#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000024#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000025#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000026#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000027#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000028#include "libGLESv2/renderer/IndexBuffer9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000029
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000030#include <sstream>
31
daniel@transgaming.com621ce052012-10-31 17:52:29 +000032// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
33#define REF_RAST 0
34
35// The "Debug This Pixel..." feature in PIX often fails when using the
36// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
37// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
38#if !defined(ANGLE_ENABLE_D3D9EX)
39// Enables use of the IDirect3D9Ex interface, when available
40#define ANGLE_ENABLE_D3D9EX 1
41#endif // !defined(ANGLE_ENABLE_D3D9EX)
42
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000043namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000044{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000045static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000046 {
47 D3DFMT_A1R5G5B5,
48 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
49 D3DFMT_A8R8G8B8,
50 D3DFMT_R5G6B5,
51 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
52 D3DFMT_X8R8G8B8
53 };
54
daniel@transgaming.com222ee082012-11-28 19:31:49 +000055static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000056 {
57 D3DFMT_UNKNOWN,
58 // D3DFMT_D16_LOCKABLE,
59 D3DFMT_D32,
60 // D3DFMT_D15S1,
61 D3DFMT_D24S8,
62 D3DFMT_D24X8,
63 // D3DFMT_D24X4S4,
64 D3DFMT_D16,
65 // D3DFMT_D32F_LOCKABLE,
66 // D3DFMT_D24FS8
67 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000068
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000069Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000070{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000071 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000072
73 mD3d9 = NULL;
74 mD3d9Ex = NULL;
75 mDevice = NULL;
76 mDeviceEx = NULL;
77 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000078 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000079
80 mAdapter = D3DADAPTER_DEFAULT;
81
82 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
83 mDeviceType = D3DDEVTYPE_REF;
84 #else
85 mDeviceType = D3DDEVTYPE_HAL;
86 #endif
87
88 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000089
90 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000091
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +000092 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +000093
94 mVertexDataManager = NULL;
95 mIndexDataManager = NULL;
96 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +000097
98 mMaxNullColorbufferLRU = 0;
99 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
100 {
101 mNullColorbufferCache[i].lruCount = 0;
102 mNullColorbufferCache[i].width = 0;
103 mNullColorbufferCache[i].height = 0;
104 mNullColorbufferCache[i].buffer = NULL;
105 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000106}
107
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000108Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000109{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000110 releaseDeviceResources();
111
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000112 if (mDevice)
113 {
114 // 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 +0000115 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000116 {
117 resetDevice();
118 }
119
120 mDevice->Release();
121 mDevice = NULL;
122 }
123
124 if (mDeviceEx)
125 {
126 mDeviceEx->Release();
127 mDeviceEx = NULL;
128 }
129
130 if (mD3d9)
131 {
132 mD3d9->Release();
133 mD3d9 = NULL;
134 }
135
136 if (mDeviceWindow)
137 {
138 DestroyWindow(mDeviceWindow);
139 mDeviceWindow = NULL;
140 }
141
142 if (mD3d9Ex)
143 {
144 mD3d9Ex->Release();
145 mD3d9Ex = NULL;
146 }
147
148 if (mD3d9Module)
149 {
150 mD3d9Module = NULL;
151 }
152
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000153 while (!mMultiSampleSupport.empty())
154 {
155 delete [] mMultiSampleSupport.begin()->second;
156 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
157 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000158}
159
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000160Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
161{
162 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL);
163 return static_cast<rx::Renderer9*>(renderer);
164}
165
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000166EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000167{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000168 if (!initializeCompiler())
169 {
170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000173 if (mSoftwareDevice)
174 {
175 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
176 }
177 else
178 {
179 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
180 }
181
182 if (mD3d9Module == NULL)
183 {
184 ERR("No D3D9 module found - aborting!\n");
185 return EGL_NOT_INITIALIZED;
186 }
187
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000188 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
189 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
190
191 // Use Direct3D9Ex if available. Among other things, this version is less
192 // inclined to report a lost context, for example when the user switches
193 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
194 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
195 {
196 ASSERT(mD3d9Ex);
197 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
198 ASSERT(mD3d9);
199 }
200 else
201 {
202 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
203 }
204
205 if (!mD3d9)
206 {
207 ERR("Could not create D3D9 device - aborting!\n");
208 return EGL_NOT_INITIALIZED;
209 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000210
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000211 if (mDc != NULL)
212 {
213 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
214 }
215
216 HRESULT result;
217
218 // Give up on getting device caps after about one second.
219 for (int i = 0; i < 10; ++i)
220 {
221 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
222 if (SUCCEEDED(result))
223 {
224 break;
225 }
226 else if (result == D3DERR_NOTAVAILABLE)
227 {
228 Sleep(100); // Give the driver some time to initialize/recover
229 }
230 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
231 {
232 ERR("failed to get device caps (0x%x)\n", result);
233 return EGL_NOT_INITIALIZED;
234 }
235 }
236
237 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
238 {
239 ERR("Renderer does not support PS 2.0. aborting!\n");
240 return EGL_NOT_INITIALIZED;
241 }
242
243 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
244 // This is required by Texture2D::convertToRenderTarget.
245 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
246 {
247 ERR("Renderer does not support stretctrect from textures!\n");
248 return EGL_NOT_INITIALIZED;
249 }
250
251 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
252
253 // ATI cards on XP have problems with non-power-of-two textures.
254 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
255 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
256 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
257 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
258
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000259 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
260 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
261
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000262 mMinSwapInterval = 4;
263 mMaxSwapInterval = 0;
264
265 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
266 {
267 mMinSwapInterval = std::min(mMinSwapInterval, 0);
268 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
269 }
270 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
271 {
272 mMinSwapInterval = std::min(mMinSwapInterval, 1);
273 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
274 }
275 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
276 {
277 mMinSwapInterval = std::min(mMinSwapInterval, 2);
278 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
279 }
280 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
281 {
282 mMinSwapInterval = std::min(mMinSwapInterval, 3);
283 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
284 }
285 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
286 {
287 mMinSwapInterval = std::min(mMinSwapInterval, 4);
288 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
289 }
290
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000291 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000292 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000293 {
294 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000295 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
296 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000297
298 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
299 {
300 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
301 {
302 max = j;
303 }
304 }
305 }
306
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000307 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000308 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000309 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000310 continue;
311
312 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000313 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
314 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000315
316 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
317 {
318 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
319 {
320 max = j;
321 }
322 }
323 }
324
325 mMaxSupportedSamples = max;
326
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000327 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
328 static const TCHAR className[] = TEXT("STATIC");
329
330 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
331
332 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
333 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
334
335 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
336 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
337 {
338 return EGL_BAD_ALLOC;
339 }
340
341 if (FAILED(result))
342 {
343 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
344
345 if (FAILED(result))
346 {
347 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
348 return EGL_BAD_ALLOC;
349 }
350 }
351
352 if (mD3d9Ex)
353 {
354 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
355 ASSERT(SUCCEEDED(result));
356 }
357
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000358 mVertexShaderCache.initialize(mDevice);
359 mPixelShaderCache.initialize(mDevice);
360
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000361 // Check occlusion query support
362 IDirect3DQuery9 *occlusionQuery = NULL;
363 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
364 {
365 occlusionQuery->Release();
366 mOcclusionQuerySupport = true;
367 }
368 else
369 {
370 mOcclusionQuerySupport = false;
371 }
372
373 // Check event query support
374 IDirect3DQuery9 *eventQuery = NULL;
375 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
376 {
377 eventQuery->Release();
378 mEventQuerySupport = true;
379 }
380 else
381 {
382 mEventQuerySupport = false;
383 }
384
385 D3DDISPLAYMODE currentDisplayMode;
386 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
387
388 // Check vertex texture support
389 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
390 // We test this using D3D9 by checking support for the R16F format.
391 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
392 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
393 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
394
395 // Check depth texture support
396 // we use INTZ for depth textures in Direct3D9
397 // we also want NULL texture support to ensure the we can make depth-only FBOs
398 // see http://aras-p.info/texts/D3D9GPUHacks.html
399 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
400 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
401 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
402 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
403
404 // Check 32 bit floating point texture support
405 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
406 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
407 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
408 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
409
410 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
411 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
412 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
413 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
414
415 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
416 {
417 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
418 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
419 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
420 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
421 }
422 else
423 {
424 mFloat32TextureSupport = true;
425 }
426
427 // Check 16 bit floating point texture support
428 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
429 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
430 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
431 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
432
433 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
434 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
435 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
436 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
437
438 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
439 {
440 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
441 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
442 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
443 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
444 }
445 else
446 {
447 mFloat16TextureSupport = true;
448 }
449
450 // Check DXT texture support
451 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
452 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
453 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
454
455 // Check luminance[alpha] texture support
456 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
457 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
458
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000459 initializeDevice();
460
461 return EGL_SUCCESS;
462}
463
464// do any one-time device initialization
465// NOTE: this is also needed after a device lost/reset
466// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000467void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000468{
469 // Permanent non-default states
470 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
471 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
472
473 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
474 {
475 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
476 }
477 else
478 {
479 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
480 }
481
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000482 markAllStateDirty();
483
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000484 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000485
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000486 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000487 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000488 mVertexDataManager = new rx::VertexDataManager(this);
489 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000490}
491
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000492D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000493{
494 D3DPRESENT_PARAMETERS presentParameters = {0};
495
496 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
497 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
498 presentParameters.BackBufferCount = 1;
499 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
500 presentParameters.BackBufferWidth = 1;
501 presentParameters.BackBufferHeight = 1;
502 presentParameters.EnableAutoDepthStencil = FALSE;
503 presentParameters.Flags = 0;
504 presentParameters.hDeviceWindow = mDeviceWindow;
505 presentParameters.MultiSampleQuality = 0;
506 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
507 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
508 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
509 presentParameters.Windowed = TRUE;
510
511 return presentParameters;
512}
513
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000514int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000515{
516 D3DDISPLAYMODE currentDisplayMode;
517 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
518
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000519 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
520 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000521 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
522 int numConfigs = 0;
523
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000524 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000525 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000526 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000527
528 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
529
530 if (SUCCEEDED(result))
531 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000532 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000533 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000534 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000535 HRESULT result = D3D_OK;
536
537 if(depthStencilFormat != D3DFMT_UNKNOWN)
538 {
539 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
540 }
541
542 if (SUCCEEDED(result))
543 {
544 if(depthStencilFormat != D3DFMT_UNKNOWN)
545 {
546 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
547 }
548
549 if (SUCCEEDED(result))
550 {
551 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000552 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
553 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000554 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
555 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
556
557 (*configDescList)[numConfigs++] = newConfig;
558 }
559 }
560 }
561 }
562 }
563
564 return numConfigs;
565}
566
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000567void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000568{
569 delete [] (configDescList);
570}
571
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000572void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000573{
574 if (!mSceneStarted)
575 {
576 long result = mDevice->BeginScene();
577 if (SUCCEEDED(result)) {
578 // This is defensive checking against the device being
579 // lost at unexpected times.
580 mSceneStarted = true;
581 }
582 }
583}
584
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000585void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000586{
587 if (mSceneStarted)
588 {
589 // EndScene can fail if the device was lost, for example due
590 // to a TDR during a draw call.
591 mDevice->EndScene();
592 mSceneStarted = false;
593 }
594}
595
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000596void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000597{
598 HRESULT result;
599
600 IDirect3DQuery9* query = allocateEventQuery();
601 if (!query)
602 {
603 return;
604 }
605
606 result = query->Issue(D3DISSUE_END);
607 ASSERT(SUCCEEDED(result));
608
609 do
610 {
611 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
612
613 if(block && result == S_FALSE)
614 {
615 // Keep polling, but allow other threads to do something useful first
616 Sleep(0);
617 // explicitly check for device loss
618 // some drivers seem to return S_FALSE even if the device is lost
619 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000620 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000621 {
622 result = D3DERR_DEVICELOST;
623 }
624 }
625 }
626 while(block && result == S_FALSE);
627
628 freeEventQuery(query);
629
630 if (isDeviceLostError(result))
631 {
632 mDisplay->notifyDeviceLost();
633 }
634}
635
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000636SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
637{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000638 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000639}
640
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000641IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000642{
643 IDirect3DQuery9 *query = NULL;
644
645 if (mEventQueryPool.empty())
646 {
647 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
648 ASSERT(SUCCEEDED(result));
649 }
650 else
651 {
652 query = mEventQueryPool.back();
653 mEventQueryPool.pop_back();
654 }
655
656 return query;
657}
658
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000659void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000660{
661 if (mEventQueryPool.size() > 1000)
662 {
663 query->Release();
664 }
665 else
666 {
667 mEventQueryPool.push_back(query);
668 }
669}
670
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000671IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000672{
673 return mVertexShaderCache.create(function, length);
674}
675
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000676IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000677{
678 return mPixelShaderCache.create(function, length);
679}
680
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000681HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
682{
683 D3DPOOL Pool = getBufferPool(Usage);
684 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
685}
686
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000687VertexBuffer *Renderer9::createVertexBuffer()
688{
689 return new VertexBuffer9(this);
690}
691
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000692HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
693{
694 D3DPOOL Pool = getBufferPool(Usage);
695 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
696}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000697
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000698IndexBuffer *Renderer9::createIndexBuffer()
699{
700 return new IndexBuffer9(this);
701}
702
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000703void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000704{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000705 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
706 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000707
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000708 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000709 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000710 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
711 int d3dSampler = index + d3dSamplerOffset;
712
713 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
714 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
715
716 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
717 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
718 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
719 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
720 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
721 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
722 if (mSupportsTextureFilterAnisotropy)
723 {
724 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
725 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000726 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000727
728 forceSetSamplers[index] = false;
729 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000730}
731
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000732void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000733{
734 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
735 int d3dSampler = index + d3dSamplerOffset;
736 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000737 unsigned int serial = 0;
738 bool forceSetTexture = false;
739
740 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000741
742 if (texture)
743 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000744 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000745 if (texStorage)
746 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000747 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000748 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000749 }
750 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000751 // in the texture class and we're unexpectedly missing the d3d texture
752 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000753
754 serial = texture->getTextureSerial();
755 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000756 }
757
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000758 if (forceSetTexture || appliedSerials[index] != serial)
759 {
760 mDevice->SetTexture(d3dSampler, d3dTexture);
761 }
762
763 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000764}
765
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000766void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000767{
768 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000769
770 if (rasterStateChanged)
771 {
772 // Set the cull mode
773 if (rasterState.cullFace)
774 {
775 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
776 }
777 else
778 {
779 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
780 }
781
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000782 if (rasterState.polygonOffsetFill)
783 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000784 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000785 {
786 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
787
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000788 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000789 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
790 }
791 }
792 else
793 {
794 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
795 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
796 }
797
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000798 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000799 }
800
801 mForceSetRasterState = false;
802}
803
804void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
805{
806 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
807 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
808 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
809
810 if (blendStateChanged || blendColorChanged)
811 {
812 if (blendState.blend)
813 {
814 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
815
816 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
817 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
818 {
819 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
820 }
821 else
822 {
823 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
824 gl::unorm<8>(blendColor.alpha),
825 gl::unorm<8>(blendColor.alpha),
826 gl::unorm<8>(blendColor.alpha)));
827 }
828
829 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
830 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
831 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
832
833 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
834 blendState.destBlendRGB != blendState.destBlendAlpha ||
835 blendState.blendEquationRGB != blendState.blendEquationAlpha)
836 {
837 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
838
839 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
840 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
841 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
842 }
843 else
844 {
845 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
846 }
847 }
848 else
849 {
850 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
851 }
852
853 if (blendState.sampleAlphaToCoverage)
854 {
855 FIXME("Sample alpha to coverage is unimplemented.");
856 }
857
858 // Set the color mask
859 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
860 // Apparently some ATI cards have a bug where a draw with a zero color
861 // write mask can cause later draws to have incorrect results. Instead,
862 // set a nonzero color write mask but modify the blend state so that no
863 // drawing is done.
864 // http://code.google.com/p/angleproject/issues/detail?id=169
865
866 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
867 blendState.colorMaskBlue, blendState.colorMaskAlpha);
868 if (colorMask == 0 && !zeroColorMaskAllowed)
869 {
870 // Enable green channel, but set blending so nothing will be drawn.
871 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
872 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
873
874 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
875 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
876 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
877 }
878 else
879 {
880 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
881 }
882
883 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
884
885 mCurBlendState = blendState;
886 mCurBlendColor = blendColor;
887 }
888
889 if (sampleMaskChanged)
890 {
891 // Set the multisample mask
892 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
893 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
894
895 mCurSampleMask = sampleMask;
896 }
897
898 mForceSetBlendState = false;
899}
900
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000901void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000902 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000903{
904 bool depthStencilStateChanged = mForceSetDepthStencilState ||
905 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000906 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
907 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000908 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000909
910 if (depthStencilStateChanged)
911 {
912 if (depthStencilState.depthTest)
913 {
914 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
915 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
916 }
917 else
918 {
919 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
920 }
921
922 mCurDepthStencilState = depthStencilState;
923 }
924
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000925 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000926 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000927 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000928 {
929 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
930 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
931
932 // FIXME: Unsupported by D3D9
933 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
934 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
935 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
936 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000937 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000938 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
939 {
940 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
941 return error(GL_INVALID_OPERATION);
942 }
943
944 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000945 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000946
947 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
948 depthStencilState.stencilWritemask);
949 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
950 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
951
952 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000953 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000954 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
955 depthStencilState.stencilMask);
956
957 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
958 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
959 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
960 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
961 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
962 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
963
964 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
965 depthStencilState.stencilBackWritemask);
966 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
967 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
968
969 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000970 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000971 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
972 depthStencilState.stencilBackMask);
973
974 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
975 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
976 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
977 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
978 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
979 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
980 }
981 else
982 {
983 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
984 }
985
986 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
987
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000988 mCurStencilRef = stencilRef;
989 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000990 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000991 }
992
993 mForceSetDepthStencilState = false;
994}
995
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000996void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000997{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000998 bool scissorChanged = mForceSetScissor ||
999 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1000 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001001
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001002 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001003 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001004 if (enabled)
1005 {
1006 RECT rect;
1007 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1008 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1009 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1010 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1011 mDevice->SetScissorRect(&rect);
1012 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001013
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001014 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1015
1016 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001017 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001018 }
1019
1020 mForceSetScissor = false;
1021}
1022
daniel@transgaming.com12985182012-12-20 20:56:31 +00001023bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001024 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001025{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001026 gl::Rectangle actualViewport = viewport;
1027 float actualZNear = gl::clamp01(zNear);
1028 float actualZFar = gl::clamp01(zFar);
1029 if (ignoreViewport)
1030 {
1031 actualViewport.x = 0;
1032 actualViewport.y = 0;
1033 actualViewport.width = mRenderTargetDesc.width;
1034 actualViewport.height = mRenderTargetDesc.height;
1035 actualZNear = 0.0f;
1036 actualZFar = 1.0f;
1037 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001038
1039 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001040 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1041 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1042 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1043 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1044 dxViewport.MinZ = actualZNear;
1045 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001046
1047 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1048 {
1049 return false; // Nothing to render
1050 }
1051
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001052 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1053 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001054 if (viewportChanged)
1055 {
1056 mDevice->SetViewport(&dxViewport);
1057
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001058 mCurViewport = actualViewport;
1059 mCurNear = actualZNear;
1060 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001061 }
1062
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001063 if (currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001064 {
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001065 dx_VertexConstants vc = {0};
1066 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001067
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001068 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1069 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001070
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001071 pc.coord[0] = actualViewport.width * 0.5f;
1072 pc.coord[1] = actualViewport.height * 0.5f;
1073 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
1074 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001075
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001076 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1077 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1078 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1079
1080 vc.depthRange[0] = actualZNear;
1081 vc.depthRange[1] = actualZFar;
1082 vc.depthRange[2] = actualZFar - actualZNear;
1083
1084 pc.depthRange[0] = actualZNear;
1085 pc.depthRange[1] = actualZFar;
1086 pc.depthRange[2] = actualZFar - actualZNear;
1087
1088 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1089 {
1090 mVertexConstants = vc;
1091 mDxUniformsDirty = true;
1092 }
1093
1094 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1095 {
1096 mPixelConstants = pc;
1097 mDxUniformsDirty = true;
1098 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001099 }
1100
1101 mForceSetViewport = false;
1102 return true;
1103}
1104
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001105bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1106{
1107 switch (mode)
1108 {
1109 case GL_POINTS:
1110 mPrimitiveType = D3DPT_POINTLIST;
1111 mPrimitiveCount = count;
1112 break;
1113 case GL_LINES:
1114 mPrimitiveType = D3DPT_LINELIST;
1115 mPrimitiveCount = count / 2;
1116 break;
1117 case GL_LINE_LOOP:
1118 mPrimitiveType = D3DPT_LINESTRIP;
1119 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1120 break;
1121 case GL_LINE_STRIP:
1122 mPrimitiveType = D3DPT_LINESTRIP;
1123 mPrimitiveCount = count - 1;
1124 break;
1125 case GL_TRIANGLES:
1126 mPrimitiveType = D3DPT_TRIANGLELIST;
1127 mPrimitiveCount = count / 3;
1128 break;
1129 case GL_TRIANGLE_STRIP:
1130 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1131 mPrimitiveCount = count - 2;
1132 break;
1133 case GL_TRIANGLE_FAN:
1134 mPrimitiveType = D3DPT_TRIANGLEFAN;
1135 mPrimitiveCount = count - 2;
1136 break;
1137 default:
1138 return error(GL_INVALID_ENUM, false);
1139 }
1140
1141 return mPrimitiveCount > 0;
1142}
1143
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001144
1145gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1146{
1147 if (!depthbuffer)
1148 {
1149 ERR("Unexpected null depthbuffer for depth-only FBO.");
1150 return NULL;
1151 }
1152
1153 GLsizei width = depthbuffer->getWidth();
1154 GLsizei height = depthbuffer->getHeight();
1155
1156 // search cached nullcolorbuffers
1157 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1158 {
1159 if (mNullColorbufferCache[i].buffer != NULL &&
1160 mNullColorbufferCache[i].width == width &&
1161 mNullColorbufferCache[i].height == height)
1162 {
1163 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1164 return mNullColorbufferCache[i].buffer;
1165 }
1166 }
1167
1168 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1169
1170 // add nullbuffer to the cache
1171 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1172 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1173 {
1174 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1175 {
1176 oldest = &mNullColorbufferCache[i];
1177 }
1178 }
1179
1180 delete oldest->buffer;
1181 oldest->buffer = nullbuffer;
1182 oldest->lruCount = ++mMaxNullColorbufferLRU;
1183 oldest->width = width;
1184 oldest->height = height;
1185
1186 return nullbuffer;
1187}
1188
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001189bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001190{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001191 // if there is no color attachment we must synthesize a NULL colorattachment
1192 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1193 gl::Renderbuffer *renderbufferObject = NULL;
1194 if (framebuffer->getColorbufferType() != GL_NONE)
1195 {
1196 renderbufferObject = framebuffer->getColorbuffer();
1197 }
1198 else
1199 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001200 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001201 }
1202 if (!renderbufferObject)
1203 {
1204 ERR("unable to locate renderbuffer for FBO.");
1205 return false;
1206 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001207
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001208 bool renderTargetChanged = false;
1209 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1210 if (renderTargetSerial != mAppliedRenderTargetSerial)
1211 {
1212 // Apply the render target on the device
1213 IDirect3DSurface9 *renderTargetSurface = NULL;
1214
1215 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1216 if (renderTarget)
1217 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001218 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001219 }
1220
1221 if (!renderTargetSurface)
1222 {
1223 ERR("render target pointer unexpectedly null.");
1224 return false; // Context must be lost
1225 }
1226
1227 mDevice->SetRenderTarget(0, renderTargetSurface);
1228 renderTargetSurface->Release();
1229
1230 mAppliedRenderTargetSerial = renderTargetSerial;
1231 renderTargetChanged = true;
1232 }
1233
1234 gl::Renderbuffer *depthStencil = NULL;
1235 unsigned int depthbufferSerial = 0;
1236 unsigned int stencilbufferSerial = 0;
1237 if (framebuffer->getDepthbufferType() != GL_NONE)
1238 {
1239 depthStencil = framebuffer->getDepthbuffer();
1240 if (!depthStencil)
1241 {
1242 ERR("Depth stencil pointer unexpectedly null.");
1243 return false;
1244 }
1245
1246 depthbufferSerial = depthStencil->getSerial();
1247 }
1248 else if (framebuffer->getStencilbufferType() != GL_NONE)
1249 {
1250 depthStencil = framebuffer->getStencilbuffer();
1251 if (!depthStencil)
1252 {
1253 ERR("Depth stencil pointer unexpectedly null.");
1254 return false;
1255 }
1256
1257 stencilbufferSerial = depthStencil->getSerial();
1258 }
1259
1260 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1261 stencilbufferSerial != mAppliedStencilbufferSerial ||
1262 !mDepthStencilInitialized)
1263 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001264 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001265 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001266
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001267 // Apply the depth stencil on the device
1268 if (depthStencil)
1269 {
1270 IDirect3DSurface9 *depthStencilSurface = NULL;
1271 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1272
1273 if (depthStencilRenderTarget)
1274 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001275 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001276 }
1277
1278 if (!depthStencilSurface)
1279 {
1280 ERR("depth stencil pointer unexpectedly null.");
1281 return false; // Context must be lost
1282 }
1283
1284 mDevice->SetDepthStencilSurface(depthStencilSurface);
1285 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001286
1287 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001288 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001289 }
1290 else
1291 {
1292 mDevice->SetDepthStencilSurface(NULL);
1293 }
1294
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001295 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1296 {
1297 mCurDepthSize = depthSize;
1298 mForceSetRasterState = true;
1299 }
1300
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001301 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1302 {
1303 mCurStencilSize = stencilSize;
1304 mForceSetDepthStencilState = true;
1305 }
1306
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001307 mAppliedDepthbufferSerial = depthbufferSerial;
1308 mAppliedStencilbufferSerial = stencilbufferSerial;
1309 mDepthStencilInitialized = true;
1310 }
1311
1312 if (renderTargetChanged || !mRenderTargetDescInitialized)
1313 {
1314 mForceSetScissor = true;
1315 mForceSetViewport = true;
1316
1317 mRenderTargetDesc.width = renderbufferObject->getWidth();
1318 mRenderTargetDesc.height = renderbufferObject->getHeight();
1319 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1320 mRenderTargetDescInitialized = true;
1321 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001322
1323 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001324}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001325
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001326GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001327{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001328 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001329 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1330 if (err != GL_NO_ERROR)
1331 {
1332 return err;
1333 }
1334
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001335 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1336}
1337
1338// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001339GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001340{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001341 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001342
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001343 if (err == GL_NO_ERROR)
1344 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001345 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001346 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001347 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1348
1349 mDevice->SetIndices(indexBuffer->getBuffer());
1350 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001351 }
1352 }
1353
1354 return err;
1355}
1356
1357void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1358{
1359 startScene();
1360
1361 if (mode == GL_LINE_LOOP)
1362 {
1363 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1364 }
1365 else if (instances > 0)
1366 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001367 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001368 if (countingIB)
1369 {
1370 if (mAppliedIBSerial != countingIB->getSerial())
1371 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001372 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1373
1374 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001375 mAppliedIBSerial = countingIB->getSerial();
1376 }
1377
1378 for (int i = 0; i < mRepeatDraw; i++)
1379 {
1380 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1381 }
1382 }
1383 else
1384 {
1385 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1386 return error(GL_OUT_OF_MEMORY);
1387 }
1388 }
1389 else // Regular case
1390 {
1391 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1392 }
1393}
1394
daniel@transgaming.com31240482012-11-28 21:06:41 +00001395void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001396{
1397 startScene();
1398
1399 if (mode == GL_LINE_LOOP)
1400 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001401 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001402 }
1403 else
1404 {
1405 for (int i = 0; i < mRepeatDraw; i++)
1406 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001407 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1408 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001409 }
1410 }
1411}
1412
1413void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1414{
1415 // Get the raw indices for an indexed draw
1416 if (type != GL_NONE && elementArrayBuffer)
1417 {
1418 gl::Buffer *indexBuffer = elementArrayBuffer;
1419 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1420 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1421 }
1422
1423 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001424
1425 if (get32BitIndexSupport())
1426 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001427 if (!mLineLoopIB)
1428 {
1429 mLineLoopIB = new StreamingIndexBufferInterface(this);
1430 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1431 {
1432 delete mLineLoopIB;
1433 mLineLoopIB = NULL;
1434
1435 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
1436 return error(GL_OUT_OF_MEMORY);
1437 }
1438 }
1439
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001440 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001441 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001442 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001443 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1444 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445 }
1446
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001447 void* mappedMemory = NULL;
1448 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1449 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001450 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001451 ERR("Could not map index buffer for GL_LINE_LOOP.");
1452 return error(GL_OUT_OF_MEMORY);
1453 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001454
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001455 startIndex = static_cast<UINT>(offset) / 4;
1456 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1457
1458 switch (type)
1459 {
1460 case GL_NONE: // Non-indexed draw
1461 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001462 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001463 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001464 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001465 data[count] = 0;
1466 break;
1467 case GL_UNSIGNED_BYTE:
1468 for (int i = 0; i < count; i++)
1469 {
1470 data[i] = static_cast<const GLubyte*>(indices)[i];
1471 }
1472 data[count] = static_cast<const GLubyte*>(indices)[0];
1473 break;
1474 case GL_UNSIGNED_SHORT:
1475 for (int i = 0; i < count; i++)
1476 {
1477 data[i] = static_cast<const GLushort*>(indices)[i];
1478 }
1479 data[count] = static_cast<const GLushort*>(indices)[0];
1480 break;
1481 case GL_UNSIGNED_INT:
1482 for (int i = 0; i < count; i++)
1483 {
1484 data[i] = static_cast<const GLuint*>(indices)[i];
1485 }
1486 data[count] = static_cast<const GLuint*>(indices)[0];
1487 break;
1488 default: UNREACHABLE();
1489 }
1490
1491 if (!mLineLoopIB->unmapBuffer())
1492 {
1493 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1494 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001495 }
1496 }
1497 else
1498 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001499 if (!mLineLoopIB)
1500 {
1501 mLineLoopIB = new StreamingIndexBufferInterface(this);
1502 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1503 {
1504 delete mLineLoopIB;
1505 mLineLoopIB = NULL;
1506
1507 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
1508 return error(GL_OUT_OF_MEMORY);
1509 }
1510 }
1511
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001512 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001513 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001514 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001515 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1516 return error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001517 }
1518
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001519 void* mappedMemory = NULL;
1520 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1521 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001522 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001523 ERR("Could not map index buffer for GL_LINE_LOOP.");
1524 return error(GL_OUT_OF_MEMORY);
1525 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001526
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001527 startIndex = static_cast<UINT>(offset) / 2;
1528 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1529
1530 switch (type)
1531 {
1532 case GL_NONE: // Non-indexed draw
1533 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001534 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001535 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001536 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001537 data[count] = 0;
1538 break;
1539 case GL_UNSIGNED_BYTE:
1540 for (int i = 0; i < count; i++)
1541 {
1542 data[i] = static_cast<const GLubyte*>(indices)[i];
1543 }
1544 data[count] = static_cast<const GLubyte*>(indices)[0];
1545 break;
1546 case GL_UNSIGNED_SHORT:
1547 for (int i = 0; i < count; i++)
1548 {
1549 data[i] = static_cast<const GLushort*>(indices)[i];
1550 }
1551 data[count] = static_cast<const GLushort*>(indices)[0];
1552 break;
1553 case GL_UNSIGNED_INT:
1554 for (int i = 0; i < count; i++)
1555 {
1556 data[i] = static_cast<const GLuint*>(indices)[i];
1557 }
1558 data[count] = static_cast<const GLuint*>(indices)[0];
1559 break;
1560 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001561 }
1562
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001563 if (!mLineLoopIB->unmapBuffer())
1564 {
1565 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1566 return error(GL_OUT_OF_MEMORY);
1567 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001568 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001569
1570 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001571 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001572 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1573
1574 mDevice->SetIndices(indexBuffer->getBuffer());
1575 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001576 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001577
1578 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001579}
1580
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001581void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1582{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001583 unsigned int programBinarySerial = programBinary->getSerial();
1584 if (programBinarySerial != mAppliedProgramBinarySerial)
1585 {
1586 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1587 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001588
daniel@transgaming.come4991412012-12-20 20:55:34 +00001589 IDirect3DVertexShader9 *vertexShader = NULL;
1590 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001591
daniel@transgaming.come4991412012-12-20 20:55:34 +00001592 IDirect3DPixelShader9 *pixelShader = NULL;
1593 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001594
daniel@transgaming.come4991412012-12-20 20:55:34 +00001595 mDevice->SetPixelShader(pixelShader);
1596 mDevice->SetVertexShader(vertexShader);
1597 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001598 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001599
1600 mAppliedProgramBinarySerial = programBinarySerial;
1601 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001602}
1603
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001604void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001605{
1606 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1607 {
1608 gl::Uniform *targetUniform = *ub;
1609
1610 if (targetUniform->dirty)
1611 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001612 int count = targetUniform->elementCount();
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001613 GLfloat *f = (GLfloat*)targetUniform->data;
1614 GLint *i = (GLint*)targetUniform->data;
1615 GLboolean *b = (GLboolean*)targetUniform->data;
1616
1617 switch (targetUniform->type)
1618 {
1619 case GL_SAMPLER_2D:
1620 case GL_SAMPLER_CUBE:
1621 break;
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001622 case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
1623 case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
1624 case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
1625 case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001626 case GL_FLOAT:
1627 case GL_FLOAT_VEC2:
1628 case GL_FLOAT_VEC3:
1629 case GL_FLOAT_VEC4:
1630 case GL_FLOAT_MAT2:
1631 case GL_FLOAT_MAT3:
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001632 case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
1633 case GL_INT: applyUniform1iv(targetUniform, count, i); break;
1634 case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
1635 case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
1636 case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001637 default:
1638 UNREACHABLE();
1639 }
1640
1641 targetUniform->dirty = false;
1642 }
1643 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001644
1645 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001646 if (mDxUniformsDirty)
1647 {
1648 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1649 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1650 mDxUniformsDirty = false;
1651 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001652}
1653
1654void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
1655{
1656 float vector[gl::D3D9_MAX_FLOAT_CONSTANTS * 4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001657
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001658 if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001659 {
1660 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1661 for (int i = 0; i < count; i++)
1662 {
1663 for (int j = 0; j < 4; j++)
1664 {
1665 if (j < width)
1666 {
1667 vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
1668 }
1669 else
1670 {
1671 vector[i * 4 + j] = 0.0f;
1672 }
1673 }
1674 }
1675 }
1676
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001677 applyUniformnfv(targetUniform, vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001678}
1679
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001680void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001681{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001682 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001683 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001684 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001685 }
1686
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001687 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001688 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001689 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001690 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001691}
1692
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001693void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694{
1695 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1696 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1697
1698 for (int i = 0; i < count; i++)
1699 {
1700 vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
1701 }
1702
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001703 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001704}
1705
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001706void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001707{
1708 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1709 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1710
1711 for (int i = 0; i < count; i++)
1712 {
1713 vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
1714
1715 v += 2;
1716 }
1717
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001718 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001719}
1720
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001721void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001722{
1723 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1724 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1725
1726 for (int i = 0; i < count; i++)
1727 {
1728 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
1729
1730 v += 3;
1731 }
1732
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001733 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001734}
1735
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001736void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737{
1738 ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
1739 gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
1740
1741 for (int i = 0; i < count; i++)
1742 {
1743 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
1744
1745 v += 4;
1746 }
1747
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001748 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001749}
1750
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001751void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001752{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001753 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1754 gl::unorm<8>(clearParams.colorClearValue.red),
1755 gl::unorm<8>(clearParams.colorClearValue.green),
1756 gl::unorm<8>(clearParams.colorClearValue.blue));
1757 float depth = gl::clamp01(clearParams.depthClearValue);
1758 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001759
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001760 unsigned int stencilUnmasked = 0x0;
1761 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1762 {
1763 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1764 stencilUnmasked = (0x1 << stencilSize) - 1;
1765 }
1766
1767 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1768
1769 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1770 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1771 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1772 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1773 clearParams.colorMaskBlue && alphaUnmasked);
1774
1775 if (needMaskedColorClear || needMaskedStencilClear)
1776 {
1777 // State which is altered in all paths from this point to the clear call is saved.
1778 // State which is altered in only some paths will be flagged dirty in the case that
1779 // that path is taken.
1780 HRESULT hr;
1781 if (mMaskedClearSavedState == NULL)
1782 {
1783 hr = mDevice->BeginStateBlock();
1784 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1785
1786 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1787 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1788 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1789 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1790 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1791 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1792 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1793 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1794 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1795 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1796 mDevice->SetPixelShader(NULL);
1797 mDevice->SetVertexShader(NULL);
1798 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1799 mDevice->SetStreamSource(0, NULL, 0, 0);
1800 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1801 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1802 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1803 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1804 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1805 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1806 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1807
1808 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1809 {
1810 mDevice->SetStreamSourceFreq(i, 1);
1811 }
1812
1813 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1814 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1815 }
1816
1817 ASSERT(mMaskedClearSavedState != NULL);
1818
1819 if (mMaskedClearSavedState != NULL)
1820 {
1821 hr = mMaskedClearSavedState->Capture();
1822 ASSERT(SUCCEEDED(hr));
1823 }
1824
1825 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1826 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1827 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1828 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1829 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1830 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1831 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1832 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1833
1834 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1835 {
1836 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1837 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1838 clearParams.colorMaskGreen,
1839 clearParams.colorMaskBlue,
1840 clearParams.colorMaskAlpha));
1841 }
1842 else
1843 {
1844 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1845 }
1846
1847 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1848 {
1849 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1850 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1851 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1852 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1853 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1854 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1855 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1856 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1857 }
1858 else
1859 {
1860 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1861 }
1862
1863 mDevice->SetPixelShader(NULL);
1864 mDevice->SetVertexShader(NULL);
1865 mDevice->SetFVF(D3DFVF_XYZRHW);
1866 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1867 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1868 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1869 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1870 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1871 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1872 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1873
1874 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1875 {
1876 mDevice->SetStreamSourceFreq(i, 1);
1877 }
1878
1879 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1880 quad[0][0] = -0.5f;
1881 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1882 quad[0][2] = 0.0f;
1883 quad[0][3] = 1.0f;
1884
1885 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1886 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1887 quad[1][2] = 0.0f;
1888 quad[1][3] = 1.0f;
1889
1890 quad[2][0] = -0.5f;
1891 quad[2][1] = -0.5f;
1892 quad[2][2] = 0.0f;
1893 quad[2][3] = 1.0f;
1894
1895 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1896 quad[3][1] = -0.5f;
1897 quad[3][2] = 0.0f;
1898 quad[3][3] = 1.0f;
1899
1900 startScene();
1901 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1902
1903 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1904 {
1905 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1906 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1907 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1908 }
1909
1910 if (mMaskedClearSavedState != NULL)
1911 {
1912 mMaskedClearSavedState->Apply();
1913 }
1914 }
1915 else if (clearParams.mask)
1916 {
1917 DWORD dxClearFlags = 0;
1918 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1919 {
1920 dxClearFlags |= D3DCLEAR_TARGET;
1921 }
1922 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1923 {
1924 dxClearFlags |= D3DCLEAR_ZBUFFER;
1925 }
1926 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1927 {
1928 dxClearFlags |= D3DCLEAR_STENCIL;
1929 }
1930
1931 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1932 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001933}
1934
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001935void Renderer9::markAllStateDirty()
1936{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001937 mAppliedRenderTargetSerial = 0;
1938 mAppliedDepthbufferSerial = 0;
1939 mAppliedStencilbufferSerial = 0;
1940 mDepthStencilInitialized = false;
1941 mRenderTargetDescInitialized = false;
1942
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001943 mForceSetDepthStencilState = true;
1944 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001945 mForceSetScissor = true;
1946 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001947 mForceSetBlendState = true;
1948
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001949 for (unsigned int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1950 {
1951 mForceSetVertexSamplerStates[i] = true;
1952 mCurVertexTextureSerials[i] = 0;
1953 }
1954 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1955 {
1956 mForceSetPixelSamplerStates[i] = true;
1957 mCurPixelTextureSerials[i] = 0;
1958 }
1959
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001960 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001961 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001962 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001963
1964 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001965}
1966
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001967void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001968{
1969 while (!mEventQueryPool.empty())
1970 {
1971 mEventQueryPool.back()->Release();
1972 mEventQueryPool.pop_back();
1973 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001974
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001975 if (mMaskedClearSavedState)
1976 {
1977 mMaskedClearSavedState->Release();
1978 mMaskedClearSavedState = NULL;
1979 }
1980
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001981 mVertexShaderCache.clear();
1982 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001983
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001984 delete mBlit;
1985 mBlit = NULL;
1986
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001987 delete mVertexDataManager;
1988 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001989
1990 delete mIndexDataManager;
1991 mIndexDataManager = NULL;
1992
1993 delete mLineLoopIB;
1994 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001995
1996 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1997 {
1998 delete mNullColorbufferCache[i].buffer;
1999 mNullColorbufferCache[i].buffer = NULL;
2000 }
2001
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002002}
2003
2004
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002005void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002006{
2007 mDeviceLost = true;
2008}
2009
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002010bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002011{
2012 return mDeviceLost;
2013}
2014
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002015// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002016bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002017{
2018 bool isLost = false;
2019
2020 if (mDeviceEx)
2021 {
2022 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2023 }
2024 else if (mDevice)
2025 {
2026 isLost = FAILED(mDevice->TestCooperativeLevel());
2027 }
2028 else
2029 {
2030 // No device yet, so no reset required
2031 }
2032
2033 if (isLost)
2034 {
2035 // ensure we note the device loss --
2036 // we'll probably get this done again by markDeviceLost
2037 // but best to remember it!
2038 // Note that we don't want to clear the device loss status here
2039 // -- this needs to be done by resetDevice
2040 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002041 if (notify)
2042 {
2043 mDisplay->notifyDeviceLost();
2044 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002045 }
2046
2047 return isLost;
2048}
2049
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002050bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002051{
2052 HRESULT status = D3D_OK;
2053
2054 if (mDeviceEx)
2055 {
2056 status = mDeviceEx->CheckDeviceState(NULL);
2057 }
2058 else if (mDevice)
2059 {
2060 status = mDevice->TestCooperativeLevel();
2061 }
2062
2063 switch (status)
2064 {
2065 case D3DERR_DEVICENOTRESET:
2066 case D3DERR_DEVICEHUNG:
2067 return true;
2068 default:
2069 return false;
2070 }
2071}
2072
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002073bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002074{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002075 releaseDeviceResources();
2076
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002077 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2078
2079 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002080 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002081 int attempts = 3;
2082
2083 while (lost && attempts > 0)
2084 {
2085 if (mDeviceEx)
2086 {
2087 Sleep(500); // Give the graphics driver some CPU time
2088 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2089 }
2090 else
2091 {
2092 result = mDevice->TestCooperativeLevel();
2093 while (result == D3DERR_DEVICELOST)
2094 {
2095 Sleep(100); // Give the graphics driver some CPU time
2096 result = mDevice->TestCooperativeLevel();
2097 }
2098
2099 if (result == D3DERR_DEVICENOTRESET)
2100 {
2101 result = mDevice->Reset(&presentParameters);
2102 }
2103 }
2104
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002105 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002106 attempts --;
2107 }
2108
2109 if (FAILED(result))
2110 {
2111 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2112 return false;
2113 }
2114
2115 // reset device defaults
2116 initializeDevice();
2117 mDeviceLost = false;
2118
2119 return true;
2120}
2121
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002122DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002123{
2124 return mAdapterIdentifier.VendorId;
2125}
2126
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002127std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002128{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002129 std::ostringstream rendererString;
2130
2131 rendererString << mAdapterIdentifier.Description;
2132 if (getShareHandleSupport())
2133 {
2134 rendererString << " Direct3D9Ex";
2135 }
2136 else
2137 {
2138 rendererString << " Direct3D9";
2139 }
2140
2141 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2142 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2143
2144 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002145}
2146
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002147GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002148{
2149 return mAdapterIdentifier.DeviceIdentifier;
2150}
2151
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002152void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002153{
2154 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2155 {
2156 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2157 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2158
2159 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2160 }
2161}
2162
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002163bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002164{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002165 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002166}
2167
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002168bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002169{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002170 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002171}
2172
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002173bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002174{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002175 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002176}
2177
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002178bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002179{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002180 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002181}
2182
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002183bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002184{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002185 *filtering = mFloat32FilterSupport;
2186 *renderable = mFloat32RenderSupport;
2187 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002188}
2189
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002190bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002192 *filtering = mFloat16FilterSupport;
2193 *renderable = mFloat16RenderSupport;
2194 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002195}
2196
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002197bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002198{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002199 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002200}
2201
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002202bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002204 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002205}
2206
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002207bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002209 return mSupportsTextureFilterAnisotropy;
2210}
2211
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002212float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002213{
2214 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002215 {
2216 return mDeviceCaps.MaxAnisotropy;
2217 }
2218 return 1.0f;
2219}
2220
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002221bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002222{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002223 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002224}
2225
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002226bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002227{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002228 return mVertexTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002229}
2230
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002231bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002232{
2233 return mSupportsNonPower2Textures;
2234}
2235
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002236bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002237{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002238 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002239}
2240
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002241bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002242{
2243 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2244}
2245
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002246bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002247{
2248 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002249 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002250}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002251
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002252bool Renderer9::getDerivativeInstructionSupport() const
2253{
2254 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2255}
2256
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002257int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002258{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002259 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002260}
2261
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002262float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002263{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002264 // Point size clamped at 1.0f for SM2
2265 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002266}
2267
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002268int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002269{
2270 return (int)mDeviceCaps.MaxTextureWidth;
2271}
2272
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002273int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002274{
2275 return (int)mDeviceCaps.MaxTextureHeight;
2276}
2277
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002278bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002279{
2280 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2281}
2282
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002283DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002284{
2285 return mDeviceCaps.DeclTypes;
2286}
2287
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002288int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002289{
2290 return mMinSwapInterval;
2291}
2292
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002293int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002294{
2295 return mMaxSwapInterval;
2296}
2297
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002298int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002299{
2300 return mMaxSupportedSamples;
2301}
2302
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002303int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002304{
2305 if (requested == 0)
2306 {
2307 return requested;
2308 }
2309
2310 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2311 if (itr == mMultiSampleSupport.end())
2312 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002313 if (format == D3DFMT_UNKNOWN)
2314 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002315 return -1;
2316 }
2317
2318 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2319 {
2320 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2321 {
2322 return i;
2323 }
2324 }
2325
2326 return -1;
2327}
2328
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002329D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2330{
2331 switch (internalformat)
2332 {
2333 case GL_DEPTH_COMPONENT16:
2334 case GL_DEPTH_COMPONENT32_OES:
2335 case GL_DEPTH24_STENCIL8_OES:
2336 return D3DFMT_INTZ;
2337 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2338 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2339 return D3DFMT_DXT1;
2340 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2341 return D3DFMT_DXT3;
2342 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2343 return D3DFMT_DXT5;
2344 case GL_RGBA32F_EXT:
2345 case GL_RGB32F_EXT:
2346 case GL_ALPHA32F_EXT:
2347 case GL_LUMINANCE32F_EXT:
2348 case GL_LUMINANCE_ALPHA32F_EXT:
2349 return D3DFMT_A32B32G32R32F;
2350 case GL_RGBA16F_EXT:
2351 case GL_RGB16F_EXT:
2352 case GL_ALPHA16F_EXT:
2353 case GL_LUMINANCE16F_EXT:
2354 case GL_LUMINANCE_ALPHA16F_EXT:
2355 return D3DFMT_A16B16G16R16F;
2356 case GL_LUMINANCE8_EXT:
2357 if (getLuminanceTextureSupport())
2358 {
2359 return D3DFMT_L8;
2360 }
2361 break;
2362 case GL_LUMINANCE8_ALPHA8_EXT:
2363 if (getLuminanceAlphaTextureSupport())
2364 {
2365 return D3DFMT_A8L8;
2366 }
2367 break;
2368 case GL_RGB8_OES:
2369 case GL_RGB565:
2370 return D3DFMT_X8R8G8B8;
2371 }
2372
2373 return D3DFMT_A8R8G8B8;
2374}
2375
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002376bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002377{
2378 bool result = false;
2379
2380 if (source && dest)
2381 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002382 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2383 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002384
2385 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002386 for (int i = 0; i < levels; ++i)
2387 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002388 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2389 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002390
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002391 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002392
2393 if (srcSurf) srcSurf->Release();
2394 if (dstSurf) dstSurf->Release();
2395
2396 if (!result)
2397 return false;
2398 }
2399 }
2400
2401 return result;
2402}
2403
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002404bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002405{
2406 bool result = false;
2407
2408 if (source && dest)
2409 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002410 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2411 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002412 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002413 for (int f = 0; f < 6; f++)
2414 {
2415 for (int i = 0; i < levels; i++)
2416 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002417 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2418 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002419
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002420 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002421
2422 if (srcSurf) srcSurf->Release();
2423 if (dstSurf) dstSurf->Release();
2424
2425 if (!result)
2426 return false;
2427 }
2428 }
2429 }
2430
2431 return result;
2432}
2433
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002434D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002435{
2436 if (mD3d9Ex != NULL)
2437 {
2438 return D3DPOOL_DEFAULT;
2439 }
2440 else
2441 {
2442 if (!(usage & D3DUSAGE_DYNAMIC))
2443 {
2444 return D3DPOOL_MANAGED;
2445 }
2446 }
2447
2448 return D3DPOOL_DEFAULT;
2449}
2450
daniel@transgaming.com38380882012-11-28 19:36:39 +00002451bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002452 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002453{
2454 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
2455}
2456
daniel@transgaming.com38380882012-11-28 19:36:39 +00002457bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002458 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002459{
2460 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
2461}
2462
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002463bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
2464 bool blitRenderTarget, bool blitDepthStencil)
2465{
2466 endScene();
2467
2468 if (blitRenderTarget)
2469 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002470 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2471 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2472 RenderTarget9 *readRenderTarget = NULL;
2473 RenderTarget9 *drawRenderTarget = NULL;
2474 IDirect3DSurface9* readSurface = NULL;
2475 IDirect3DSurface9* drawSurface = NULL;
2476
2477 if (readBuffer)
2478 {
2479 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2480 }
2481 if (drawBuffer)
2482 {
2483 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2484 }
2485
2486 if (readRenderTarget)
2487 {
2488 readSurface = readRenderTarget->getSurface();
2489 }
2490 if (drawRenderTarget)
2491 {
2492 drawSurface = drawRenderTarget->getSurface();
2493 }
2494
2495 if (!readSurface || !drawSurface)
2496 {
2497 ERR("Failed to retrieve the render target.");
2498 return error(GL_OUT_OF_MEMORY, false);
2499 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002500
2501 RECT srcRect, dstRect;
2502 RECT *srcRectPtr = NULL;
2503 RECT *dstRectPtr = NULL;
2504
2505 if (readRect)
2506 {
2507 srcRect.left = readRect->x;
2508 srcRect.right = readRect->x + readRect->width;
2509 srcRect.top = readRect->y;
2510 srcRect.bottom = readRect->y + readRect->height;
2511 srcRectPtr = &srcRect;
2512 }
2513
2514 if (drawRect)
2515 {
2516 dstRect.left = drawRect->x;
2517 dstRect.right = drawRect->x + drawRect->width;
2518 dstRect.top = drawRect->y;
2519 dstRect.bottom = drawRect->y + drawRect->height;
2520 dstRectPtr = &dstRect;
2521 }
2522
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002523 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002524
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002525 readSurface->Release();
2526 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002527
2528 if (FAILED(result))
2529 {
2530 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2531 return false;
2532 }
2533 }
2534
2535 if (blitDepthStencil)
2536 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002537 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2538 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2539 RenderTarget9 *readDepthStencil = NULL;
2540 RenderTarget9 *drawDepthStencil = NULL;
2541 IDirect3DSurface9* readSurface = NULL;
2542 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002543
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002544 if (readBuffer)
2545 {
2546 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2547 }
2548 if (drawBuffer)
2549 {
2550 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2551 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002552
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002553 if (readDepthStencil)
2554 {
2555 readSurface = readDepthStencil->getSurface();
2556 }
2557 if (drawDepthStencil)
2558 {
2559 drawSurface = drawDepthStencil->getSurface();
2560 }
2561
2562 if (!readSurface || !drawSurface)
2563 {
2564 ERR("Failed to retrieve the render target.");
2565 return error(GL_OUT_OF_MEMORY, false);
2566 }
2567
2568 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2569
2570 readSurface->Release();
2571 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002572
2573 if (FAILED(result))
2574 {
2575 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2576 return false;
2577 }
2578 }
2579
2580 return true;
2581}
2582
2583void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2584 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2585{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002586 RenderTarget9 *renderTarget = NULL;
2587 IDirect3DSurface9 *surface = NULL;
2588 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2589
2590 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002591 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002592 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2593 }
2594
2595 if (renderTarget)
2596 {
2597 surface = renderTarget->getSurface();
2598 }
2599
2600 if (!surface)
2601 {
2602 // context must be lost
2603 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002604 }
2605
2606 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002607 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002608
2609 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2610 {
2611 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002612 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002613 return error(GL_OUT_OF_MEMORY);
2614 }
2615
2616 HRESULT result;
2617 IDirect3DSurface9 *systemSurface = NULL;
2618 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2619 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2620 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2621 if (directToPixels)
2622 {
2623 // Use the pixels ptr as a shared handle to write directly into client's memory
2624 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2625 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2626 if (FAILED(result))
2627 {
2628 // Try again without the shared handle
2629 directToPixels = false;
2630 }
2631 }
2632
2633 if (!directToPixels)
2634 {
2635 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2636 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2637 if (FAILED(result))
2638 {
2639 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002640 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002641 return error(GL_OUT_OF_MEMORY);
2642 }
2643 }
2644
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002645 result = mDevice->GetRenderTargetData(surface, systemSurface);
2646 surface->Release();
2647 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002648
2649 if (FAILED(result))
2650 {
2651 systemSurface->Release();
2652
2653 // It turns out that D3D will sometimes produce more error
2654 // codes than those documented.
daniel@transgaming.com414c9162012-11-28 20:54:57 +00002655 if (checkDeviceLost(result))
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002656 return error(GL_OUT_OF_MEMORY);
2657 else
2658 {
2659 UNREACHABLE();
2660 return;
2661 }
2662
2663 }
2664
2665 if (directToPixels)
2666 {
2667 systemSurface->Release();
2668 return;
2669 }
2670
2671 RECT rect;
2672 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2673 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2674 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2675 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2676
2677 D3DLOCKED_RECT lock;
2678 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2679
2680 if (FAILED(result))
2681 {
2682 UNREACHABLE();
2683 systemSurface->Release();
2684
2685 return; // No sensible error to generate
2686 }
2687
2688 unsigned char *dest = (unsigned char*)pixels;
2689 unsigned short *dest16 = (unsigned short*)pixels;
2690
2691 unsigned char *source;
2692 int inputPitch;
2693 if (packReverseRowOrder)
2694 {
2695 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2696 inputPitch = -lock.Pitch;
2697 }
2698 else
2699 {
2700 source = (unsigned char*)lock.pBits;
2701 inputPitch = lock.Pitch;
2702 }
2703
2704 unsigned int fastPixelSize = 0;
2705
2706 if (desc.Format == D3DFMT_A8R8G8B8 &&
2707 format == GL_BGRA_EXT &&
2708 type == GL_UNSIGNED_BYTE)
2709 {
2710 fastPixelSize = 4;
2711 }
2712 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2713 format == GL_BGRA_EXT &&
2714 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2715 (desc.Format == D3DFMT_A1R5G5B5 &&
2716 format == GL_BGRA_EXT &&
2717 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2718 {
2719 fastPixelSize = 2;
2720 }
2721 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2722 format == GL_RGBA &&
2723 type == GL_HALF_FLOAT_OES)
2724 {
2725 fastPixelSize = 8;
2726 }
2727 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2728 format == GL_RGBA &&
2729 type == GL_FLOAT)
2730 {
2731 fastPixelSize = 16;
2732 }
2733
2734 for (int j = 0; j < rect.bottom - rect.top; j++)
2735 {
2736 if (fastPixelSize != 0)
2737 {
2738 // Fast path for formats which require no translation:
2739 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2740 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2741 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2742 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2743 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2744 //
2745 // Note that buffers with no alpha go through the slow path below.
2746 memcpy(dest + j * outputPitch,
2747 source + j * inputPitch,
2748 (rect.right - rect.left) * fastPixelSize);
2749 continue;
2750 }
2751
2752 for (int i = 0; i < rect.right - rect.left; i++)
2753 {
2754 float r;
2755 float g;
2756 float b;
2757 float a;
2758
2759 switch (desc.Format)
2760 {
2761 case D3DFMT_R5G6B5:
2762 {
2763 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2764
2765 a = 1.0f;
2766 b = (rgb & 0x001F) * (1.0f / 0x001F);
2767 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2768 r = (rgb & 0xF800) * (1.0f / 0xF800);
2769 }
2770 break;
2771 case D3DFMT_A1R5G5B5:
2772 {
2773 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2774
2775 a = (argb & 0x8000) ? 1.0f : 0.0f;
2776 b = (argb & 0x001F) * (1.0f / 0x001F);
2777 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2778 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2779 }
2780 break;
2781 case D3DFMT_A8R8G8B8:
2782 {
2783 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2784
2785 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2786 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2787 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2788 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2789 }
2790 break;
2791 case D3DFMT_X8R8G8B8:
2792 {
2793 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2794
2795 a = 1.0f;
2796 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2797 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2798 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2799 }
2800 break;
2801 case D3DFMT_A2R10G10B10:
2802 {
2803 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2804
2805 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2806 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2807 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2808 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2809 }
2810 break;
2811 case D3DFMT_A32B32G32R32F:
2812 {
2813 // float formats in D3D are stored rgba, rather than the other way round
2814 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2815 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2816 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2817 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2818 }
2819 break;
2820 case D3DFMT_A16B16G16R16F:
2821 {
2822 // float formats in D3D are stored rgba, rather than the other way round
2823 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2824 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2825 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2826 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2827 }
2828 break;
2829 default:
2830 UNIMPLEMENTED(); // FIXME
2831 UNREACHABLE();
2832 return;
2833 }
2834
2835 switch (format)
2836 {
2837 case GL_RGBA:
2838 switch (type)
2839 {
2840 case GL_UNSIGNED_BYTE:
2841 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2842 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2843 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2844 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2845 break;
2846 default: UNREACHABLE();
2847 }
2848 break;
2849 case GL_BGRA_EXT:
2850 switch (type)
2851 {
2852 case GL_UNSIGNED_BYTE:
2853 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2854 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2855 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2856 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2857 break;
2858 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2859 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2860 // this type is packed as follows:
2861 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2862 // --------------------------------------------------------------------------------
2863 // | 4th | 3rd | 2nd | 1st component |
2864 // --------------------------------------------------------------------------------
2865 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2866 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2867 ((unsigned short)(15 * a + 0.5f) << 12)|
2868 ((unsigned short)(15 * r + 0.5f) << 8) |
2869 ((unsigned short)(15 * g + 0.5f) << 4) |
2870 ((unsigned short)(15 * b + 0.5f) << 0);
2871 break;
2872 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2873 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2874 // this type is packed as follows:
2875 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2876 // --------------------------------------------------------------------------------
2877 // | 4th | 3rd | 2nd | 1st component |
2878 // --------------------------------------------------------------------------------
2879 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2880 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2881 ((unsigned short)( a + 0.5f) << 15) |
2882 ((unsigned short)(31 * r + 0.5f) << 10) |
2883 ((unsigned short)(31 * g + 0.5f) << 5) |
2884 ((unsigned short)(31 * b + 0.5f) << 0);
2885 break;
2886 default: UNREACHABLE();
2887 }
2888 break;
2889 case GL_RGB:
2890 switch (type)
2891 {
2892 case GL_UNSIGNED_SHORT_5_6_5:
2893 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2894 ((unsigned short)(31 * b + 0.5f) << 0) |
2895 ((unsigned short)(63 * g + 0.5f) << 5) |
2896 ((unsigned short)(31 * r + 0.5f) << 11);
2897 break;
2898 case GL_UNSIGNED_BYTE:
2899 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2900 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2901 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2902 break;
2903 default: UNREACHABLE();
2904 }
2905 break;
2906 default: UNREACHABLE();
2907 }
2908 }
2909 }
2910
2911 systemSurface->UnlockRect();
2912
2913 systemSurface->Release();
2914}
2915
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002916RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2917{
2918 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2919 IDirect3DSurface9 *surface = NULL;
2920 if (depth)
2921 {
2922 surface = swapChain9->getDepthStencil();
2923 }
2924 else
2925 {
2926 surface = swapChain9->getRenderTarget();
2927 }
2928
2929 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2930
2931 return renderTarget;
2932}
2933
2934RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2935{
2936 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2937 return renderTarget;
2938}
2939
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002940ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002941{
2942 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002943
2944 switch (type)
2945 {
2946 case GL_VERTEX_SHADER:
2947 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002948 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002949 if (vshader)
2950 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002951 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002952 }
2953 }
2954 break;
2955 case GL_FRAGMENT_SHADER:
2956 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002957 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002958 if (pshader)
2959 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002960 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002961 }
2962 }
2963 break;
2964 default:
2965 UNREACHABLE();
2966 break;
2967 }
2968
2969 return executable;
2970}
2971
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002972ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2973{
2974 const char *profile = NULL;
2975
2976 switch (type)
2977 {
2978 case GL_VERTEX_SHADER:
2979 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
2980 break;
2981 case GL_FRAGMENT_SHADER:
2982 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
2983 break;
2984 default:
2985 UNREACHABLE();
2986 return NULL;
2987 }
2988
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002989 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002990 if (!binary)
2991 return NULL;
2992
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002993 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00002994 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002995
2996 return executable;
2997}
2998
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002999bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3000{
3001 return mBlit->boxFilter(source, dest);
3002}
3003
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003004D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003005{
3006 if (mD3d9Ex != NULL)
3007 {
3008 return D3DPOOL_DEFAULT;
3009 }
3010 else
3011 {
3012 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3013 {
3014 return D3DPOOL_MANAGED;
3015 }
3016 }
3017
3018 return D3DPOOL_DEFAULT;
3019}
3020
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003021bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3022{
3023 if (source && dest)
3024 {
3025 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003026
3027 if (fromManaged)
3028 {
3029 D3DSURFACE_DESC desc;
3030 source->GetDesc(&desc);
3031
3032 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003033 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003034
3035 if (SUCCEEDED(result))
3036 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003037 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003038 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003039 surf->Release();
3040 }
3041 }
3042 else
3043 {
3044 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003045 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003046 }
3047
3048 if (FAILED(result))
3049 {
3050 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3051 return false;
3052 }
3053 }
3054
3055 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003056}
3057
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003058Image *Renderer9::createImage()
3059{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003060 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003061}
3062
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003063void Renderer9::generateMipmap(Image *dest, Image *src)
3064{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003065 Image9 *src9 = Image9::makeImage9(src);
3066 Image9 *dst9 = Image9::makeImage9(dest);
3067 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003068}
3069
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003070TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3071{
3072 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3073 return new TextureStorage9_2D(this, swapChain9);
3074}
3075
3076TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3077{
3078 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3079}
3080
3081TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3082{
3083 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3084}
3085
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003086}