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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// 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"
13#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000014#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000015#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000016#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +000017#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +000018#include "libGLESv2/renderer/Image.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000019#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000020#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000021
daniel@transgaming.com3281f972012-10-31 18:38:51 +000022#include "libEGL/Config.h"
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000023#include "libEGL/Display.h"
24
daniel@transgaming.com621ce052012-10-31 17:52:29 +000025// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
26#define REF_RAST 0
27
28// The "Debug This Pixel..." feature in PIX often fails when using the
29// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
30// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
31#if !defined(ANGLE_ENABLE_D3D9EX)
32// Enables use of the IDirect3D9Ex interface, when available
33#define ANGLE_ENABLE_D3D9EX 1
34#endif // !defined(ANGLE_ENABLE_D3D9EX)
35
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000036namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000037{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000038static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000039 {
40 D3DFMT_A1R5G5B5,
41 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
42 D3DFMT_A8R8G8B8,
43 D3DFMT_R5G6B5,
44 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
45 D3DFMT_X8R8G8B8
46 };
47
daniel@transgaming.com222ee082012-11-28 19:31:49 +000048static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000049 {
50 D3DFMT_UNKNOWN,
51 // D3DFMT_D16_LOCKABLE,
52 D3DFMT_D32,
53 // D3DFMT_D15S1,
54 D3DFMT_D24S8,
55 D3DFMT_D24X8,
56 // D3DFMT_D24X4S4,
57 D3DFMT_D16,
58 // D3DFMT_D32F_LOCKABLE,
59 // D3DFMT_D24FS8
60 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000061
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000062Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000063{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000064 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000065
66 mD3d9 = NULL;
67 mD3d9Ex = NULL;
68 mDevice = NULL;
69 mDeviceEx = NULL;
70 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000071 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000072
73 mAdapter = D3DADAPTER_DEFAULT;
74
75 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
76 mDeviceType = D3DDEVTYPE_REF;
77 #else
78 mDeviceType = D3DDEVTYPE_HAL;
79 #endif
80
81 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000082
83 mMaxSupportedSamples = 0;
daniel@transgaming.com8a8b24c2012-11-28 19:36:26 +000084
85 mForceSetDepthStencilState = true;
86 mForceSetRasterState = true;
87 mForceSetBlendState = true;
88 mForceSetScissor = true;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000089}
90
daniel@transgaming.com2507f412012-10-31 18:46:48 +000091Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +000092{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000093 releaseDeviceResources();
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000094
95 delete mBlit;
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000096
daniel@transgaming.com621ce052012-10-31 17:52:29 +000097 if (mDevice)
98 {
99 // 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 +0000100 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000101 {
102 resetDevice();
103 }
104
105 mDevice->Release();
106 mDevice = NULL;
107 }
108
109 if (mDeviceEx)
110 {
111 mDeviceEx->Release();
112 mDeviceEx = NULL;
113 }
114
115 if (mD3d9)
116 {
117 mD3d9->Release();
118 mD3d9 = NULL;
119 }
120
121 if (mDeviceWindow)
122 {
123 DestroyWindow(mDeviceWindow);
124 mDeviceWindow = NULL;
125 }
126
127 if (mD3d9Ex)
128 {
129 mD3d9Ex->Release();
130 mD3d9Ex = NULL;
131 }
132
133 if (mD3d9Module)
134 {
135 mD3d9Module = NULL;
136 }
137
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000138 while (!mMultiSampleSupport.empty())
139 {
140 delete [] mMultiSampleSupport.begin()->second;
141 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
142 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000143}
144
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000145EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000146{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000147 if (mSoftwareDevice)
148 {
149 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
150 }
151 else
152 {
153 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
154 }
155
156 if (mD3d9Module == NULL)
157 {
158 ERR("No D3D9 module found - aborting!\n");
159 return EGL_NOT_INITIALIZED;
160 }
161
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000162 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
163 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
164
165 // Use Direct3D9Ex if available. Among other things, this version is less
166 // inclined to report a lost context, for example when the user switches
167 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
168 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
169 {
170 ASSERT(mD3d9Ex);
171 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
172 ASSERT(mD3d9);
173 }
174 else
175 {
176 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
177 }
178
179 if (!mD3d9)
180 {
181 ERR("Could not create D3D9 device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184 if (mDc != NULL)
185 {
186 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
187 }
188
189 HRESULT result;
190
191 // Give up on getting device caps after about one second.
192 for (int i = 0; i < 10; ++i)
193 {
194 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
195 if (SUCCEEDED(result))
196 {
197 break;
198 }
199 else if (result == D3DERR_NOTAVAILABLE)
200 {
201 Sleep(100); // Give the driver some time to initialize/recover
202 }
203 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
204 {
205 ERR("failed to get device caps (0x%x)\n", result);
206 return EGL_NOT_INITIALIZED;
207 }
208 }
209
210 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
211 {
212 ERR("Renderer does not support PS 2.0. aborting!\n");
213 return EGL_NOT_INITIALIZED;
214 }
215
216 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
217 // This is required by Texture2D::convertToRenderTarget.
218 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
219 {
220 ERR("Renderer does not support stretctrect from textures!\n");
221 return EGL_NOT_INITIALIZED;
222 }
223
224 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
225
226 // ATI cards on XP have problems with non-power-of-two textures.
227 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
228 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
229 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
230 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
231
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000232 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
233 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
234
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000235 mMinSwapInterval = 4;
236 mMaxSwapInterval = 0;
237
238 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
239 {
240 mMinSwapInterval = std::min(mMinSwapInterval, 0);
241 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
242 }
243 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
244 {
245 mMinSwapInterval = std::min(mMinSwapInterval, 1);
246 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
247 }
248 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
249 {
250 mMinSwapInterval = std::min(mMinSwapInterval, 2);
251 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
252 }
253 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
254 {
255 mMinSwapInterval = std::min(mMinSwapInterval, 3);
256 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
257 }
258 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
259 {
260 mMinSwapInterval = std::min(mMinSwapInterval, 4);
261 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
262 }
263
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000264 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000265 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000266 {
267 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000268 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
269 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000270
271 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
272 {
273 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
274 {
275 max = j;
276 }
277 }
278 }
279
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000280 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000281 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000282 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000283 continue;
284
285 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000286 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
287 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000288
289 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
290 {
291 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
292 {
293 max = j;
294 }
295 }
296 }
297
298 mMaxSupportedSamples = max;
299
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000300 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
301 static const TCHAR className[] = TEXT("STATIC");
302
303 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
304
305 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
306 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
307
308 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
309 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
310 {
311 return EGL_BAD_ALLOC;
312 }
313
314 if (FAILED(result))
315 {
316 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
317
318 if (FAILED(result))
319 {
320 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
321 return EGL_BAD_ALLOC;
322 }
323 }
324
325 if (mD3d9Ex)
326 {
327 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
328 ASSERT(SUCCEEDED(result));
329 }
330
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000331 mVertexShaderCache.initialize(mDevice);
332 mPixelShaderCache.initialize(mDevice);
333
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000334 initializeDevice();
335
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +0000336 mBlit = new Blit(this);
337
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000338 return EGL_SUCCESS;
339}
340
341// do any one-time device initialization
342// NOTE: this is also needed after a device lost/reset
343// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000344void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000345{
346 // Permanent non-default states
347 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
348 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
349
350 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
351 {
352 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
353 }
354 else
355 {
356 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
357 }
358
359 mSceneStarted = false;
360}
361
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000362D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000363{
364 D3DPRESENT_PARAMETERS presentParameters = {0};
365
366 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
367 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
368 presentParameters.BackBufferCount = 1;
369 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
370 presentParameters.BackBufferWidth = 1;
371 presentParameters.BackBufferHeight = 1;
372 presentParameters.EnableAutoDepthStencil = FALSE;
373 presentParameters.Flags = 0;
374 presentParameters.hDeviceWindow = mDeviceWindow;
375 presentParameters.MultiSampleQuality = 0;
376 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
377 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
378 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
379 presentParameters.Windowed = TRUE;
380
381 return presentParameters;
382}
383
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000384int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000385{
386 D3DDISPLAYMODE currentDisplayMode;
387 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
388
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000389 int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
390 int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000391 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
392 int numConfigs = 0;
393
394 for (int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
395 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000396 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000397
398 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
399
400 if (SUCCEEDED(result))
401 {
402 for (int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
403 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000404 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000405 HRESULT result = D3D_OK;
406
407 if(depthStencilFormat != D3DFMT_UNKNOWN)
408 {
409 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
410 }
411
412 if (SUCCEEDED(result))
413 {
414 if(depthStencilFormat != D3DFMT_UNKNOWN)
415 {
416 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
417 }
418
419 if (SUCCEEDED(result))
420 {
421 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000422 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
423 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000424 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
425 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
426
427 (*configDescList)[numConfigs++] = newConfig;
428 }
429 }
430 }
431 }
432 }
433
434 return numConfigs;
435}
436
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000437void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000438{
439 delete [] (configDescList);
440}
441
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000442void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000443{
444 if (!mSceneStarted)
445 {
446 long result = mDevice->BeginScene();
447 if (SUCCEEDED(result)) {
448 // This is defensive checking against the device being
449 // lost at unexpected times.
450 mSceneStarted = true;
451 }
452 }
453}
454
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000455void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000456{
457 if (mSceneStarted)
458 {
459 // EndScene can fail if the device was lost, for example due
460 // to a TDR during a draw call.
461 mDevice->EndScene();
462 mSceneStarted = false;
463 }
464}
465
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000466// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000467void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000468{
469 HRESULT result;
470
471 IDirect3DQuery9* query = allocateEventQuery();
472 if (!query)
473 {
474 return;
475 }
476
477 result = query->Issue(D3DISSUE_END);
478 ASSERT(SUCCEEDED(result));
479
480 do
481 {
482 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
483
484 if(block && result == S_FALSE)
485 {
486 // Keep polling, but allow other threads to do something useful first
487 Sleep(0);
488 // explicitly check for device loss
489 // some drivers seem to return S_FALSE even if the device is lost
490 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000491 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000492 {
493 result = D3DERR_DEVICELOST;
494 }
495 }
496 }
497 while(block && result == S_FALSE);
498
499 freeEventQuery(query);
500
501 if (isDeviceLostError(result))
502 {
503 mDisplay->notifyDeviceLost();
504 }
505}
506
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000507SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
508{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000509 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000510}
511
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000512// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000513IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000514{
515 IDirect3DQuery9 *query = NULL;
516
517 if (mEventQueryPool.empty())
518 {
519 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
520 ASSERT(SUCCEEDED(result));
521 }
522 else
523 {
524 query = mEventQueryPool.back();
525 mEventQueryPool.pop_back();
526 }
527
528 return query;
529}
530
531// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000532void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000533{
534 if (mEventQueryPool.size() > 1000)
535 {
536 query->Release();
537 }
538 else
539 {
540 mEventQueryPool.push_back(query);
541 }
542}
543
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000544IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000545{
546 return mVertexShaderCache.create(function, length);
547}
548
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000549IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000550{
551 return mPixelShaderCache.create(function, length);
552}
553
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000554HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
555{
556 D3DPOOL Pool = getBufferPool(Usage);
557 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
558}
559
560HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
561{
562 D3DPOOL Pool = getBufferPool(Usage);
563 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
564}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000565
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000566void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000567{
568 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
569 int d3dSampler = index + d3dSamplerOffset;
570
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000571 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
572 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000573
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000574 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000575 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000576 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000577 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
578 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
579 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
580 if (mSupportsTextureFilterAnisotropy)
581 {
582 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
583 }
584}
585
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000586void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000587{
588 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
589 int d3dSampler = index + d3dSamplerOffset;
590 IDirect3DBaseTexture9 *d3dTexture = NULL;
591
592 if (texture)
593 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000594 TextureStorage *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000595 if (texStorage)
596 {
597 d3dTexture = texStorage->getBaseTexture();
598 }
599 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000600 // in the texture class and we're unexpectedly missing the d3d texture
601 ASSERT(d3dTexture != NULL);
602 }
603
604 mDevice->SetTexture(d3dSampler, d3dTexture);
605}
606
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000607void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
608{
609 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
610 bool depthSizeChanged = mForceSetRasterState || depthSize != mCurDepthSize;
611
612 if (rasterStateChanged)
613 {
614 // Set the cull mode
615 if (rasterState.cullFace)
616 {
617 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
618 }
619 else
620 {
621 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
622 }
623
624 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, rasterState.scissorTest ? TRUE : FALSE);
625
626 mCurRasterState = rasterState;
627 }
628
629 if (rasterStateChanged || depthSizeChanged)
630 {
631 if (rasterState.polygonOffsetFill)
632 {
633 if (depthSize > 0)
634 {
635 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
636
637 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
638 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
639 }
640 }
641 else
642 {
643 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
644 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
645 }
646
647 mCurDepthSize = depthSize;
648 }
649
650 mForceSetRasterState = false;
651}
652
653void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
654{
655 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
656 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
657 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
658
659 if (blendStateChanged || blendColorChanged)
660 {
661 if (blendState.blend)
662 {
663 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
664
665 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
666 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
667 {
668 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
669 }
670 else
671 {
672 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
673 gl::unorm<8>(blendColor.alpha),
674 gl::unorm<8>(blendColor.alpha),
675 gl::unorm<8>(blendColor.alpha)));
676 }
677
678 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
679 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
680 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
681
682 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
683 blendState.destBlendRGB != blendState.destBlendAlpha ||
684 blendState.blendEquationRGB != blendState.blendEquationAlpha)
685 {
686 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
687
688 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
689 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
690 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
691 }
692 else
693 {
694 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
695 }
696 }
697 else
698 {
699 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
700 }
701
702 if (blendState.sampleAlphaToCoverage)
703 {
704 FIXME("Sample alpha to coverage is unimplemented.");
705 }
706
707 // Set the color mask
708 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
709 // Apparently some ATI cards have a bug where a draw with a zero color
710 // write mask can cause later draws to have incorrect results. Instead,
711 // set a nonzero color write mask but modify the blend state so that no
712 // drawing is done.
713 // http://code.google.com/p/angleproject/issues/detail?id=169
714
715 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
716 blendState.colorMaskBlue, blendState.colorMaskAlpha);
717 if (colorMask == 0 && !zeroColorMaskAllowed)
718 {
719 // Enable green channel, but set blending so nothing will be drawn.
720 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
721 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
722
723 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
724 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
725 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
726 }
727 else
728 {
729 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
730 }
731
732 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
733
734 mCurBlendState = blendState;
735 mCurBlendColor = blendColor;
736 }
737
738 if (sampleMaskChanged)
739 {
740 // Set the multisample mask
741 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
742 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
743
744 mCurSampleMask = sampleMask;
745 }
746
747 mForceSetBlendState = false;
748}
749
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000750void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
751 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000752{
753 bool depthStencilStateChanged = mForceSetDepthStencilState ||
754 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000755 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
756 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000757 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
758 bool stencilSizeChanged = mForceSetDepthStencilState || stencilSize != mCurStencilSize;
759
760 if (depthStencilStateChanged)
761 {
762 if (depthStencilState.depthTest)
763 {
764 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
765 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
766 }
767 else
768 {
769 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
770 }
771
772 mCurDepthStencilState = depthStencilState;
773 }
774
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000775 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged || stencilSizeChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000776 {
777 if (depthStencilState.stencilTest && stencilSize > 0)
778 {
779 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
780 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
781
782 // FIXME: Unsupported by D3D9
783 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
784 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
785 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
786 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000787 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000788 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
789 {
790 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
791 return error(GL_INVALID_OPERATION);
792 }
793
794 // get the maximum size of the stencil ref
795 GLuint maxStencil = (1 << stencilSize) - 1;
796
797 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
798 depthStencilState.stencilWritemask);
799 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
800 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
801
802 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000803 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000804 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
805 depthStencilState.stencilMask);
806
807 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
808 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
809 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
810 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
811 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
812 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
813
814 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
815 depthStencilState.stencilBackWritemask);
816 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
817 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
818
819 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000820 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000821 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
822 depthStencilState.stencilBackMask);
823
824 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
825 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
826 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
827 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
828 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
829 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
830 }
831 else
832 {
833 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
834 }
835
836 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
837
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000838 mCurStencilRef = stencilRef;
839 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000840 mCurFrontFaceCCW = frontFaceCCW;
841 mCurStencilSize = stencilSize;
842 }
843
844 mForceSetDepthStencilState = false;
845}
846
847void Renderer9::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
848 unsigned int renderTargetHeight)
849{
850 bool renderTargetSizedChanged = mForceSetScissor ||
851 renderTargetWidth != mCurRenderTargetWidth ||
852 renderTargetHeight != mCurRenderTargetHeight;
853 bool scissorChanged = mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0;
854
855 if (renderTargetSizedChanged || scissorChanged)
856 {
857 RECT rect;
858 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
859 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetWidth));
860 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
861 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetWidth));
862 mDevice->SetScissorRect(&rect);
863
864 mCurScissor = scissor;
865 mCurRenderTargetWidth = renderTargetWidth;
866 mCurRenderTargetHeight = renderTargetHeight;
867 }
868
869 mForceSetScissor = false;
870}
871
872void Renderer9::applyRenderTarget(gl::Framebuffer *frameBuffer)
873{
874 mForceSetScissor = true;
875
876 // TODO
877}
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000878
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000879void Renderer9::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
880 gl::Framebuffer *frameBuffer)
881{
882 mForceSetDepthStencilState = true;
883
884 // TODO
885}
886
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000887void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000888{
889 while (!mEventQueryPool.empty())
890 {
891 mEventQueryPool.back()->Release();
892 mEventQueryPool.pop_back();
893 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000894
895 mVertexShaderCache.clear();
896 mPixelShaderCache.clear();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000897}
898
899
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000900void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000901{
902 mDeviceLost = true;
903}
904
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000905bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000906{
907 return mDeviceLost;
908}
909
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000910// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000911bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000912{
913 bool isLost = false;
914
915 if (mDeviceEx)
916 {
917 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
918 }
919 else if (mDevice)
920 {
921 isLost = FAILED(mDevice->TestCooperativeLevel());
922 }
923 else
924 {
925 // No device yet, so no reset required
926 }
927
928 if (isLost)
929 {
930 // ensure we note the device loss --
931 // we'll probably get this done again by markDeviceLost
932 // but best to remember it!
933 // Note that we don't want to clear the device loss status here
934 // -- this needs to be done by resetDevice
935 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000936 if (notify)
937 {
938 mDisplay->notifyDeviceLost();
939 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000940 }
941
942 return isLost;
943}
944
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000945bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000946{
947 HRESULT status = D3D_OK;
948
949 if (mDeviceEx)
950 {
951 status = mDeviceEx->CheckDeviceState(NULL);
952 }
953 else if (mDevice)
954 {
955 status = mDevice->TestCooperativeLevel();
956 }
957
958 switch (status)
959 {
960 case D3DERR_DEVICENOTRESET:
961 case D3DERR_DEVICEHUNG:
962 return true;
963 default:
964 return false;
965 }
966}
967
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000968bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000969{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000970 releaseDeviceResources();
971
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000972 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
973
974 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000975 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000976 int attempts = 3;
977
978 while (lost && attempts > 0)
979 {
980 if (mDeviceEx)
981 {
982 Sleep(500); // Give the graphics driver some CPU time
983 result = mDeviceEx->ResetEx(&presentParameters, NULL);
984 }
985 else
986 {
987 result = mDevice->TestCooperativeLevel();
988 while (result == D3DERR_DEVICELOST)
989 {
990 Sleep(100); // Give the graphics driver some CPU time
991 result = mDevice->TestCooperativeLevel();
992 }
993
994 if (result == D3DERR_DEVICENOTRESET)
995 {
996 result = mDevice->Reset(&presentParameters);
997 }
998 }
999
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001000 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001001 attempts --;
1002 }
1003
1004 if (FAILED(result))
1005 {
1006 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
1007 return false;
1008 }
1009
1010 // reset device defaults
1011 initializeDevice();
1012 mDeviceLost = false;
1013
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001014 mForceSetDepthStencilState = true;
1015 mForceSetRasterState = true;
1016 mForceSetBlendState = true;
1017 mForceSetScissor = true;
1018
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001019 return true;
1020}
1021
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001022DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001023{
1024 return mAdapterIdentifier.VendorId;
1025}
1026
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001027const char *Renderer9::getAdapterDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001028{
1029 return mAdapterIdentifier.Description;
1030}
1031
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001032GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001033{
1034 return mAdapterIdentifier.DeviceIdentifier;
1035}
1036
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001037void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001038{
1039 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
1040 {
1041 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
1042 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
1043
1044 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
1045 }
1046}
1047
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001048bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001049{
1050 D3DDISPLAYMODE currentDisplayMode;
1051 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1052
1053 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
1054}
1055
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001056bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001057{
1058 D3DDISPLAYMODE currentDisplayMode;
1059 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1060
1061 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
1062}
1063
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001064bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001065{
1066 D3DDISPLAYMODE currentDisplayMode;
1067 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1068
1069 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
1070}
1071
1072// we use INTZ for depth textures in Direct3D9
1073// we also want NULL texture support to ensure the we can make depth-only FBOs
1074// see http://aras-p.info/texts/D3D9GPUHacks.html
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001075bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001076{
1077 D3DDISPLAYMODE currentDisplayMode;
1078 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1079
1080 bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1081 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
1082 bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1083 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
1084
1085 return intz && null;
1086}
1087
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001088bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001089{
1090 D3DDISPLAYMODE currentDisplayMode;
1091 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1092
1093 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1094 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1095 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1096 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1097
1098 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1099 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
1100 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1101 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1102
1103 if (!*filtering && !*renderable)
1104 {
1105 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1106 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1107 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1108 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1109 }
1110 else
1111 {
1112 return true;
1113 }
1114}
1115
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001116bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001117{
1118 D3DDISPLAYMODE currentDisplayMode;
1119 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1120
1121 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1122 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1123 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1124 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1125
1126 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1127 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1128 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1129 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1130
1131 if (!*filtering && !*renderable)
1132 {
1133 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1134 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1135 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1136 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1137 }
1138 else
1139 {
1140 return true;
1141 }
1142}
1143
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001144bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001145{
1146 D3DDISPLAYMODE currentDisplayMode;
1147 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1148
1149 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
1150}
1151
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001152bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001153{
1154 D3DDISPLAYMODE currentDisplayMode;
1155 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1156
1157 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
1158}
1159
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001160bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001161{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001162 return mSupportsTextureFilterAnisotropy;
1163}
1164
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001165float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001166{
1167 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001168 {
1169 return mDeviceCaps.MaxAnisotropy;
1170 }
1171 return 1.0f;
1172}
1173
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001174bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001175{
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001176 IDirect3DQuery9 *query = allocateEventQuery();
1177 if (query)
1178 {
1179 freeEventQuery(query);
1180 return true;
1181 }
1182 else
1183 {
1184 return false;
1185 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001186 return true;
1187}
1188
1189// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
1190// We test this using D3D9 by checking support for the R16F format.
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001191bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001192{
1193 if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
1194 {
1195 return false;
1196 }
1197
1198 D3DDISPLAYMODE currentDisplayMode;
1199 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1200
1201 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
1202
1203 return SUCCEEDED(result);
1204}
1205
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001206bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001207{
1208 return mSupportsNonPower2Textures;
1209}
1210
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001211bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001212{
1213 if (!mDevice)
1214 {
1215 return false;
1216 }
1217
1218 IDirect3DQuery9 *query = NULL;
1219 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
1220 if (SUCCEEDED(result) && query)
1221 {
1222 query->Release();
1223 return true;
1224 }
1225 else
1226 {
1227 return false;
1228 }
1229}
1230
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001231bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001232{
1233 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
1234}
1235
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001236bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001237{
1238 // PIX doesn't seem to support using share handles, so disable them.
1239 // D3D9_REPLACE
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00001240 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001241}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001242
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001243bool Renderer9::getShaderModel3Support() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001244{
1245 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
1246}
1247
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001248float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001249{
1250 return mDeviceCaps.MaxPointSize;
1251}
1252
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001253int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001254{
1255 return (int)mDeviceCaps.MaxTextureWidth;
1256}
1257
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001258int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001259{
1260 return (int)mDeviceCaps.MaxTextureHeight;
1261}
1262
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001263bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001264{
1265 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
1266}
1267
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001268DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001269{
1270 return mDeviceCaps.DeclTypes;
1271}
1272
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001273int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001274{
1275 return mMinSwapInterval;
1276}
1277
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001278int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001279{
1280 return mMaxSwapInterval;
1281}
1282
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001283int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001284{
1285 return mMaxSupportedSamples;
1286}
1287
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001288int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001289{
1290 if (requested == 0)
1291 {
1292 return requested;
1293 }
1294
1295 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
1296 if (itr == mMultiSampleSupport.end())
1297 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00001298 if (format == D3DFMT_UNKNOWN)
1299 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001300 return -1;
1301 }
1302
1303 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
1304 {
1305 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
1306 {
1307 return i;
1308 }
1309 }
1310
1311 return -1;
1312}
1313
daniel@transgaming.coma9571682012-11-28 19:33:08 +00001314D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
1315{
1316 switch (internalformat)
1317 {
1318 case GL_DEPTH_COMPONENT16:
1319 case GL_DEPTH_COMPONENT32_OES:
1320 case GL_DEPTH24_STENCIL8_OES:
1321 return D3DFMT_INTZ;
1322 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
1323 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
1324 return D3DFMT_DXT1;
1325 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
1326 return D3DFMT_DXT3;
1327 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
1328 return D3DFMT_DXT5;
1329 case GL_RGBA32F_EXT:
1330 case GL_RGB32F_EXT:
1331 case GL_ALPHA32F_EXT:
1332 case GL_LUMINANCE32F_EXT:
1333 case GL_LUMINANCE_ALPHA32F_EXT:
1334 return D3DFMT_A32B32G32R32F;
1335 case GL_RGBA16F_EXT:
1336 case GL_RGB16F_EXT:
1337 case GL_ALPHA16F_EXT:
1338 case GL_LUMINANCE16F_EXT:
1339 case GL_LUMINANCE_ALPHA16F_EXT:
1340 return D3DFMT_A16B16G16R16F;
1341 case GL_LUMINANCE8_EXT:
1342 if (getLuminanceTextureSupport())
1343 {
1344 return D3DFMT_L8;
1345 }
1346 break;
1347 case GL_LUMINANCE8_ALPHA8_EXT:
1348 if (getLuminanceAlphaTextureSupport())
1349 {
1350 return D3DFMT_A8L8;
1351 }
1352 break;
1353 case GL_RGB8_OES:
1354 case GL_RGB565:
1355 return D3DFMT_X8R8G8B8;
1356 }
1357
1358 return D3DFMT_A8R8G8B8;
1359}
1360
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001361bool Renderer9::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00001362{
1363 bool result = false;
1364
1365 if (source && dest)
1366 {
1367 int levels = source->levelCount();
1368 for (int i = 0; i < levels; ++i)
1369 {
1370 IDirect3DSurface9 *srcSurf = source->getSurfaceLevel(i, false);
1371 IDirect3DSurface9 *dstSurf = dest->getSurfaceLevel(i, false);
1372
1373 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
1374
1375 if (srcSurf) srcSurf->Release();
1376 if (dstSurf) dstSurf->Release();
1377
1378 if (!result)
1379 return false;
1380 }
1381 }
1382
1383 return result;
1384}
1385
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001386bool Renderer9::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00001387{
1388 bool result = false;
1389
1390 if (source && dest)
1391 {
1392 int levels = source->levelCount();
1393 for (int f = 0; f < 6; f++)
1394 {
1395 for (int i = 0; i < levels; i++)
1396 {
1397 IDirect3DSurface9 *srcSurf = source->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
1398 IDirect3DSurface9 *dstSurf = dest->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
1399
1400 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
1401
1402 if (srcSurf) srcSurf->Release();
1403 if (dstSurf) dstSurf->Release();
1404
1405 if (!result)
1406 return false;
1407 }
1408 }
1409 }
1410
1411 return result;
1412}
1413
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001414D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001415{
1416 if (mD3d9Ex != NULL)
1417 {
1418 return D3DPOOL_DEFAULT;
1419 }
1420 else
1421 {
1422 if (!(usage & D3DUSAGE_DYNAMIC))
1423 {
1424 return D3DPOOL_MANAGED;
1425 }
1426 }
1427
1428 return D3DPOOL_DEFAULT;
1429}
1430
daniel@transgaming.com38380882012-11-28 19:36:39 +00001431bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1432 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00001433{
1434 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
1435}
1436
daniel@transgaming.com38380882012-11-28 19:36:39 +00001437bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1438 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00001439{
1440 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
1441}
1442
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001443bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
1444 bool blitRenderTarget, bool blitDepthStencil)
1445{
1446 endScene();
1447
1448 if (blitRenderTarget)
1449 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001450 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
1451 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
1452 RenderTarget9 *readRenderTarget = NULL;
1453 RenderTarget9 *drawRenderTarget = NULL;
1454 IDirect3DSurface9* readSurface = NULL;
1455 IDirect3DSurface9* drawSurface = NULL;
1456
1457 if (readBuffer)
1458 {
1459 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
1460 }
1461 if (drawBuffer)
1462 {
1463 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
1464 }
1465
1466 if (readRenderTarget)
1467 {
1468 readSurface = readRenderTarget->getSurface();
1469 }
1470 if (drawRenderTarget)
1471 {
1472 drawSurface = drawRenderTarget->getSurface();
1473 }
1474
1475 if (!readSurface || !drawSurface)
1476 {
1477 ERR("Failed to retrieve the render target.");
1478 return error(GL_OUT_OF_MEMORY, false);
1479 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001480
1481 RECT srcRect, dstRect;
1482 RECT *srcRectPtr = NULL;
1483 RECT *dstRectPtr = NULL;
1484
1485 if (readRect)
1486 {
1487 srcRect.left = readRect->x;
1488 srcRect.right = readRect->x + readRect->width;
1489 srcRect.top = readRect->y;
1490 srcRect.bottom = readRect->y + readRect->height;
1491 srcRectPtr = &srcRect;
1492 }
1493
1494 if (drawRect)
1495 {
1496 dstRect.left = drawRect->x;
1497 dstRect.right = drawRect->x + drawRect->width;
1498 dstRect.top = drawRect->y;
1499 dstRect.bottom = drawRect->y + drawRect->height;
1500 dstRectPtr = &dstRect;
1501 }
1502
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001503 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001504
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001505 readSurface->Release();
1506 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001507
1508 if (FAILED(result))
1509 {
1510 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
1511 return false;
1512 }
1513 }
1514
1515 if (blitDepthStencil)
1516 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001517 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
1518 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
1519 RenderTarget9 *readDepthStencil = NULL;
1520 RenderTarget9 *drawDepthStencil = NULL;
1521 IDirect3DSurface9* readSurface = NULL;
1522 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001523
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001524 if (readBuffer)
1525 {
1526 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
1527 }
1528 if (drawBuffer)
1529 {
1530 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
1531 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001532
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001533 if (readDepthStencil)
1534 {
1535 readSurface = readDepthStencil->getSurface();
1536 }
1537 if (drawDepthStencil)
1538 {
1539 drawSurface = drawDepthStencil->getSurface();
1540 }
1541
1542 if (!readSurface || !drawSurface)
1543 {
1544 ERR("Failed to retrieve the render target.");
1545 return error(GL_OUT_OF_MEMORY, false);
1546 }
1547
1548 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
1549
1550 readSurface->Release();
1551 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001552
1553 if (FAILED(result))
1554 {
1555 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
1556 return false;
1557 }
1558 }
1559
1560 return true;
1561}
1562
1563void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1564 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1565{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001566 RenderTarget9 *renderTarget = NULL;
1567 IDirect3DSurface9 *surface = NULL;
1568 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1569
1570 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001571 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001572 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
1573 }
1574
1575 if (renderTarget)
1576 {
1577 surface = renderTarget->getSurface();
1578 }
1579
1580 if (!surface)
1581 {
1582 // context must be lost
1583 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001584 }
1585
1586 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001587 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001588
1589 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
1590 {
1591 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001592 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001593 return error(GL_OUT_OF_MEMORY);
1594 }
1595
1596 HRESULT result;
1597 IDirect3DSurface9 *systemSurface = NULL;
1598 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
1599 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
1600 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
1601 if (directToPixels)
1602 {
1603 // Use the pixels ptr as a shared handle to write directly into client's memory
1604 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
1605 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
1606 if (FAILED(result))
1607 {
1608 // Try again without the shared handle
1609 directToPixels = false;
1610 }
1611 }
1612
1613 if (!directToPixels)
1614 {
1615 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
1616 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
1617 if (FAILED(result))
1618 {
1619 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001620 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001621 return error(GL_OUT_OF_MEMORY);
1622 }
1623 }
1624
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001625 result = mDevice->GetRenderTargetData(surface, systemSurface);
1626 surface->Release();
1627 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001628
1629 if (FAILED(result))
1630 {
1631 systemSurface->Release();
1632
1633 // It turns out that D3D will sometimes produce more error
1634 // codes than those documented.
1635 if (gl::checkDeviceLost(result))
1636 return error(GL_OUT_OF_MEMORY);
1637 else
1638 {
1639 UNREACHABLE();
1640 return;
1641 }
1642
1643 }
1644
1645 if (directToPixels)
1646 {
1647 systemSurface->Release();
1648 return;
1649 }
1650
1651 RECT rect;
1652 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
1653 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
1654 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
1655 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
1656
1657 D3DLOCKED_RECT lock;
1658 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
1659
1660 if (FAILED(result))
1661 {
1662 UNREACHABLE();
1663 systemSurface->Release();
1664
1665 return; // No sensible error to generate
1666 }
1667
1668 unsigned char *dest = (unsigned char*)pixels;
1669 unsigned short *dest16 = (unsigned short*)pixels;
1670
1671 unsigned char *source;
1672 int inputPitch;
1673 if (packReverseRowOrder)
1674 {
1675 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
1676 inputPitch = -lock.Pitch;
1677 }
1678 else
1679 {
1680 source = (unsigned char*)lock.pBits;
1681 inputPitch = lock.Pitch;
1682 }
1683
1684 unsigned int fastPixelSize = 0;
1685
1686 if (desc.Format == D3DFMT_A8R8G8B8 &&
1687 format == GL_BGRA_EXT &&
1688 type == GL_UNSIGNED_BYTE)
1689 {
1690 fastPixelSize = 4;
1691 }
1692 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
1693 format == GL_BGRA_EXT &&
1694 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
1695 (desc.Format == D3DFMT_A1R5G5B5 &&
1696 format == GL_BGRA_EXT &&
1697 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
1698 {
1699 fastPixelSize = 2;
1700 }
1701 else if (desc.Format == D3DFMT_A16B16G16R16F &&
1702 format == GL_RGBA &&
1703 type == GL_HALF_FLOAT_OES)
1704 {
1705 fastPixelSize = 8;
1706 }
1707 else if (desc.Format == D3DFMT_A32B32G32R32F &&
1708 format == GL_RGBA &&
1709 type == GL_FLOAT)
1710 {
1711 fastPixelSize = 16;
1712 }
1713
1714 for (int j = 0; j < rect.bottom - rect.top; j++)
1715 {
1716 if (fastPixelSize != 0)
1717 {
1718 // Fast path for formats which require no translation:
1719 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
1720 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
1721 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
1722 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
1723 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
1724 //
1725 // Note that buffers with no alpha go through the slow path below.
1726 memcpy(dest + j * outputPitch,
1727 source + j * inputPitch,
1728 (rect.right - rect.left) * fastPixelSize);
1729 continue;
1730 }
1731
1732 for (int i = 0; i < rect.right - rect.left; i++)
1733 {
1734 float r;
1735 float g;
1736 float b;
1737 float a;
1738
1739 switch (desc.Format)
1740 {
1741 case D3DFMT_R5G6B5:
1742 {
1743 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
1744
1745 a = 1.0f;
1746 b = (rgb & 0x001F) * (1.0f / 0x001F);
1747 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
1748 r = (rgb & 0xF800) * (1.0f / 0xF800);
1749 }
1750 break;
1751 case D3DFMT_A1R5G5B5:
1752 {
1753 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
1754
1755 a = (argb & 0x8000) ? 1.0f : 0.0f;
1756 b = (argb & 0x001F) * (1.0f / 0x001F);
1757 g = (argb & 0x03E0) * (1.0f / 0x03E0);
1758 r = (argb & 0x7C00) * (1.0f / 0x7C00);
1759 }
1760 break;
1761 case D3DFMT_A8R8G8B8:
1762 {
1763 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
1764
1765 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
1766 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
1767 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
1768 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
1769 }
1770 break;
1771 case D3DFMT_X8R8G8B8:
1772 {
1773 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
1774
1775 a = 1.0f;
1776 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
1777 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
1778 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
1779 }
1780 break;
1781 case D3DFMT_A2R10G10B10:
1782 {
1783 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
1784
1785 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
1786 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
1787 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
1788 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
1789 }
1790 break;
1791 case D3DFMT_A32B32G32R32F:
1792 {
1793 // float formats in D3D are stored rgba, rather than the other way round
1794 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
1795 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
1796 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
1797 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
1798 }
1799 break;
1800 case D3DFMT_A16B16G16R16F:
1801 {
1802 // float formats in D3D are stored rgba, rather than the other way round
1803 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
1804 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
1805 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
1806 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
1807 }
1808 break;
1809 default:
1810 UNIMPLEMENTED(); // FIXME
1811 UNREACHABLE();
1812 return;
1813 }
1814
1815 switch (format)
1816 {
1817 case GL_RGBA:
1818 switch (type)
1819 {
1820 case GL_UNSIGNED_BYTE:
1821 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
1822 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
1823 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
1824 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
1825 break;
1826 default: UNREACHABLE();
1827 }
1828 break;
1829 case GL_BGRA_EXT:
1830 switch (type)
1831 {
1832 case GL_UNSIGNED_BYTE:
1833 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
1834 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
1835 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
1836 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
1837 break;
1838 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1839 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1840 // this type is packed as follows:
1841 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1842 // --------------------------------------------------------------------------------
1843 // | 4th | 3rd | 2nd | 1st component |
1844 // --------------------------------------------------------------------------------
1845 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1846 dest16[i + j * outputPitch / sizeof(unsigned short)] =
1847 ((unsigned short)(15 * a + 0.5f) << 12)|
1848 ((unsigned short)(15 * r + 0.5f) << 8) |
1849 ((unsigned short)(15 * g + 0.5f) << 4) |
1850 ((unsigned short)(15 * b + 0.5f) << 0);
1851 break;
1852 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1853 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1854 // this type is packed as follows:
1855 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1856 // --------------------------------------------------------------------------------
1857 // | 4th | 3rd | 2nd | 1st component |
1858 // --------------------------------------------------------------------------------
1859 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1860 dest16[i + j * outputPitch / sizeof(unsigned short)] =
1861 ((unsigned short)( a + 0.5f) << 15) |
1862 ((unsigned short)(31 * r + 0.5f) << 10) |
1863 ((unsigned short)(31 * g + 0.5f) << 5) |
1864 ((unsigned short)(31 * b + 0.5f) << 0);
1865 break;
1866 default: UNREACHABLE();
1867 }
1868 break;
1869 case GL_RGB:
1870 switch (type)
1871 {
1872 case GL_UNSIGNED_SHORT_5_6_5:
1873 dest16[i + j * outputPitch / sizeof(unsigned short)] =
1874 ((unsigned short)(31 * b + 0.5f) << 0) |
1875 ((unsigned short)(63 * g + 0.5f) << 5) |
1876 ((unsigned short)(31 * r + 0.5f) << 11);
1877 break;
1878 case GL_UNSIGNED_BYTE:
1879 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
1880 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
1881 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
1882 break;
1883 default: UNREACHABLE();
1884 }
1885 break;
1886 default: UNREACHABLE();
1887 }
1888 }
1889 }
1890
1891 systemSurface->UnlockRect();
1892
1893 systemSurface->Release();
1894}
1895
1896bool Renderer9::setRenderTarget(gl::Renderbuffer *renderbuffer)
1897{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001898 IDirect3DSurface9 *renderTargetSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001899
1900 if (renderbuffer)
1901 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001902 RenderTarget *renderTarget = renderbuffer->getRenderTarget();
1903 if (renderTarget)
1904 {
1905 renderTargetSurface = renderTarget->getSurface();
1906 }
1907
1908 if (!renderTargetSurface)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001909 {
1910 ERR("render target pointer unexpectedly null.");
1911 return false; // Context must be lost
1912 }
1913
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001914 mDevice->SetRenderTarget(0, renderTargetSurface);
1915 renderTargetSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001916 }
1917 else
1918 {
1919 mDevice->SetRenderTarget(0, NULL);
1920 }
1921
1922 return true;
1923}
1924
1925bool Renderer9::setDepthStencil(gl::Renderbuffer *renderbuffer)
1926{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001927 IDirect3DSurface9 *depthStencilSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001928
1929 if (renderbuffer)
1930 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001931 RenderTarget *depthStencil = renderbuffer->getDepthStencil();
1932
1933 if (depthStencil)
1934 {
1935 depthStencilSurface = depthStencil->getSurface();
1936 }
1937
1938 if (!depthStencilSurface)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001939 {
1940 ERR("depth stencil pointer unexpectedly null.");
1941 return false; // Context must be lost
1942 }
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00001943
1944 mDevice->SetDepthStencilSurface(depthStencilSurface);
1945 depthStencilSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001946 }
1947 else
1948 {
1949 mDevice->SetDepthStencilSurface(NULL);
1950 }
1951 return true;
1952}
1953
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00001954bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
1955{
1956 return mBlit->boxFilter(source, dest);
1957}
1958
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001959D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001960{
1961 if (mD3d9Ex != NULL)
1962 {
1963 return D3DPOOL_DEFAULT;
1964 }
1965 else
1966 {
1967 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
1968 {
1969 return D3DPOOL_MANAGED;
1970 }
1971 }
1972
1973 return D3DPOOL_DEFAULT;
1974}
1975
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00001976bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
1977{
1978 if (source && dest)
1979 {
1980 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
1981 IDirect3DDevice9 *device = getDevice(); // D3D9_REPLACE
1982
1983 if (fromManaged)
1984 {
1985 D3DSURFACE_DESC desc;
1986 source->GetDesc(&desc);
1987
1988 IDirect3DSurface9 *surf = 0;
1989 result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
1990
1991 if (SUCCEEDED(result))
1992 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001993 Image::CopyLockableSurfaces(surf, source);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00001994 result = device->UpdateSurface(surf, NULL, dest, NULL);
1995 surf->Release();
1996 }
1997 }
1998 else
1999 {
2000 endScene();
2001 result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
2002 }
2003
2004 if (FAILED(result))
2005 {
2006 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2007 return false;
2008 }
2009 }
2010
2011 return true;
2012}
2013
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002014}