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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"
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.com91207b72012-11-28 20:56:43 +000017#include "libGLESv2/IndexDataManager.h"
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000018#include "libGLESv2/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.coma27e05b2012-11-28 19:39:42 +000021#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +000022#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +000023#include "libGLESv2/renderer/Image.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000024#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000025#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000026
daniel@transgaming.com3281f972012-10-31 18:38:51 +000027#include "libEGL/Config.h"
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000028#include "libEGL/Display.h"
29
daniel@transgaming.com621ce052012-10-31 17:52:29 +000030// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
31#define REF_RAST 0
32
33// The "Debug This Pixel..." feature in PIX often fails when using the
34// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
35// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
36#if !defined(ANGLE_ENABLE_D3D9EX)
37// Enables use of the IDirect3D9Ex interface, when available
38#define ANGLE_ENABLE_D3D9EX 1
39#endif // !defined(ANGLE_ENABLE_D3D9EX)
40
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000041namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000042{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000043static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000044 {
45 D3DFMT_A1R5G5B5,
46 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
47 D3DFMT_A8R8G8B8,
48 D3DFMT_R5G6B5,
49 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
50 D3DFMT_X8R8G8B8
51 };
52
daniel@transgaming.com222ee082012-11-28 19:31:49 +000053static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000054 {
55 D3DFMT_UNKNOWN,
56 // D3DFMT_D16_LOCKABLE,
57 D3DFMT_D32,
58 // D3DFMT_D15S1,
59 D3DFMT_D24S8,
60 D3DFMT_D24X8,
61 // D3DFMT_D24X4S4,
62 D3DFMT_D16,
63 // D3DFMT_D32F_LOCKABLE,
64 // D3DFMT_D24FS8
65 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000066
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000067Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000068{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000069 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000070
daniel@transgaming.com7d738a22012-11-28 19:43:08 +000071 mD3dCompilerModule = NULL;
72
daniel@transgaming.com621ce052012-10-31 17:52:29 +000073 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.com91207b72012-11-28 20:56:43 +000092 mAppliedIBSerial = 0;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +000093
94 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +000095
96 mVertexDataManager = NULL;
97 mIndexDataManager = NULL;
98 mLineLoopIB = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000099}
100
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000101Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000102{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000103 releaseDeviceResources();
104
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000105 if (mDevice)
106 {
107 // 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 +0000108 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000109 {
110 resetDevice();
111 }
112
113 mDevice->Release();
114 mDevice = NULL;
115 }
116
117 if (mDeviceEx)
118 {
119 mDeviceEx->Release();
120 mDeviceEx = NULL;
121 }
122
123 if (mD3d9)
124 {
125 mD3d9->Release();
126 mD3d9 = NULL;
127 }
128
129 if (mDeviceWindow)
130 {
131 DestroyWindow(mDeviceWindow);
132 mDeviceWindow = NULL;
133 }
134
135 if (mD3d9Ex)
136 {
137 mD3d9Ex->Release();
138 mD3d9Ex = NULL;
139 }
140
141 if (mD3d9Module)
142 {
143 mD3d9Module = NULL;
144 }
145
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000146 if (mD3dCompilerModule)
147 {
148 FreeLibrary(mD3dCompilerModule);
149 mD3dCompilerModule = NULL;
150 }
151
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000152 while (!mMultiSampleSupport.empty())
153 {
154 delete [] mMultiSampleSupport.begin()->second;
155 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
156 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000157}
158
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000159Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
160{
161 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL);
162 return static_cast<rx::Renderer9*>(renderer);
163}
164
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000165EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000166{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000167 if (mSoftwareDevice)
168 {
169 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
170 }
171 else
172 {
173 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
174 }
175
176 if (mD3d9Module == NULL)
177 {
178 ERR("No D3D9 module found - aborting!\n");
179 return EGL_NOT_INITIALIZED;
180 }
181
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000182 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
183 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
184
185 // Use Direct3D9Ex if available. Among other things, this version is less
186 // inclined to report a lost context, for example when the user switches
187 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
188 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
189 {
190 ASSERT(mD3d9Ex);
191 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
192 ASSERT(mD3d9);
193 }
194 else
195 {
196 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
197 }
198
199 if (!mD3d9)
200 {
201 ERR("Could not create D3D9 device - aborting!\n");
202 return EGL_NOT_INITIALIZED;
203 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000204
205#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
206 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
207 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
208
209 for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
210 {
211 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
212 {
213 break;
214 }
215 }
216#else
217 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
218 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
219#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
220
221 if (!mD3dCompilerModule)
222 {
223 terminate();
224 return false;
225 }
226
227 mD3DCompileFunc = reinterpret_cast<D3DCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
228 ASSERT(mD3DCompileFunc);
229
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000230 if (mDc != NULL)
231 {
232 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
233 }
234
235 HRESULT result;
236
237 // Give up on getting device caps after about one second.
238 for (int i = 0; i < 10; ++i)
239 {
240 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
241 if (SUCCEEDED(result))
242 {
243 break;
244 }
245 else if (result == D3DERR_NOTAVAILABLE)
246 {
247 Sleep(100); // Give the driver some time to initialize/recover
248 }
249 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
250 {
251 ERR("failed to get device caps (0x%x)\n", result);
252 return EGL_NOT_INITIALIZED;
253 }
254 }
255
256 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
257 {
258 ERR("Renderer does not support PS 2.0. aborting!\n");
259 return EGL_NOT_INITIALIZED;
260 }
261
262 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
263 // This is required by Texture2D::convertToRenderTarget.
264 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
265 {
266 ERR("Renderer does not support stretctrect from textures!\n");
267 return EGL_NOT_INITIALIZED;
268 }
269
270 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
271
272 // ATI cards on XP have problems with non-power-of-two textures.
273 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
274 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
275 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
276 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
277
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000278 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
279 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
280
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000281 mMinSwapInterval = 4;
282 mMaxSwapInterval = 0;
283
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 0);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 1);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 2);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 3);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
303 }
304 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
305 {
306 mMinSwapInterval = std::min(mMinSwapInterval, 4);
307 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
308 }
309
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000310 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000311 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000312 {
313 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000314 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
315 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000316
317 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
318 {
319 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
320 {
321 max = j;
322 }
323 }
324 }
325
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000326 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000327 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000328 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000329 continue;
330
331 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000332 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
333 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000334
335 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
336 {
337 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
338 {
339 max = j;
340 }
341 }
342 }
343
344 mMaxSupportedSamples = max;
345
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000346 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
347 static const TCHAR className[] = TEXT("STATIC");
348
349 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
350
351 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
352 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
353
354 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
355 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
356 {
357 return EGL_BAD_ALLOC;
358 }
359
360 if (FAILED(result))
361 {
362 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
363
364 if (FAILED(result))
365 {
366 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
367 return EGL_BAD_ALLOC;
368 }
369 }
370
371 if (mD3d9Ex)
372 {
373 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
374 ASSERT(SUCCEEDED(result));
375 }
376
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000377 mVertexShaderCache.initialize(mDevice);
378 mPixelShaderCache.initialize(mDevice);
379
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000380 initializeDevice();
381
382 return EGL_SUCCESS;
383}
384
385// do any one-time device initialization
386// NOTE: this is also needed after a device lost/reset
387// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000388void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000389{
390 // Permanent non-default states
391 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
392 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
393
394 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
395 {
396 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
397 }
398 else
399 {
400 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
401 }
402
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000403 markAllStateDirty();
404
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000405 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000406
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000407 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000408 mBlit = new Blit(this);
409 mVertexDataManager = new gl::VertexDataManager(this);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000410 mIndexDataManager = new gl::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000411}
412
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000413D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000414{
415 D3DPRESENT_PARAMETERS presentParameters = {0};
416
417 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
418 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
419 presentParameters.BackBufferCount = 1;
420 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
421 presentParameters.BackBufferWidth = 1;
422 presentParameters.BackBufferHeight = 1;
423 presentParameters.EnableAutoDepthStencil = FALSE;
424 presentParameters.Flags = 0;
425 presentParameters.hDeviceWindow = mDeviceWindow;
426 presentParameters.MultiSampleQuality = 0;
427 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
428 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
429 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
430 presentParameters.Windowed = TRUE;
431
432 return presentParameters;
433}
434
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000435int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000436{
437 D3DDISPLAYMODE currentDisplayMode;
438 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
439
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000440 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
441 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000442 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
443 int numConfigs = 0;
444
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000445 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000446 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000447 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000448
449 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
450
451 if (SUCCEEDED(result))
452 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000453 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000454 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000455 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000456 HRESULT result = D3D_OK;
457
458 if(depthStencilFormat != D3DFMT_UNKNOWN)
459 {
460 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
461 }
462
463 if (SUCCEEDED(result))
464 {
465 if(depthStencilFormat != D3DFMT_UNKNOWN)
466 {
467 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
468 }
469
470 if (SUCCEEDED(result))
471 {
472 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000473 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
474 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000475 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
476 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
477
478 (*configDescList)[numConfigs++] = newConfig;
479 }
480 }
481 }
482 }
483 }
484
485 return numConfigs;
486}
487
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000488void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000489{
490 delete [] (configDescList);
491}
492
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000493void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000494{
495 if (!mSceneStarted)
496 {
497 long result = mDevice->BeginScene();
498 if (SUCCEEDED(result)) {
499 // This is defensive checking against the device being
500 // lost at unexpected times.
501 mSceneStarted = true;
502 }
503 }
504}
505
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000506void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000507{
508 if (mSceneStarted)
509 {
510 // EndScene can fail if the device was lost, for example due
511 // to a TDR during a draw call.
512 mDevice->EndScene();
513 mSceneStarted = false;
514 }
515}
516
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000517// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000518void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000519{
520 HRESULT result;
521
522 IDirect3DQuery9* query = allocateEventQuery();
523 if (!query)
524 {
525 return;
526 }
527
528 result = query->Issue(D3DISSUE_END);
529 ASSERT(SUCCEEDED(result));
530
531 do
532 {
533 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
534
535 if(block && result == S_FALSE)
536 {
537 // Keep polling, but allow other threads to do something useful first
538 Sleep(0);
539 // explicitly check for device loss
540 // some drivers seem to return S_FALSE even if the device is lost
541 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000542 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000543 {
544 result = D3DERR_DEVICELOST;
545 }
546 }
547 }
548 while(block && result == S_FALSE);
549
550 freeEventQuery(query);
551
552 if (isDeviceLostError(result))
553 {
554 mDisplay->notifyDeviceLost();
555 }
556}
557
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000558SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
559{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000560 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000561}
562
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000563// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000564IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000565{
566 IDirect3DQuery9 *query = NULL;
567
568 if (mEventQueryPool.empty())
569 {
570 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
571 ASSERT(SUCCEEDED(result));
572 }
573 else
574 {
575 query = mEventQueryPool.back();
576 mEventQueryPool.pop_back();
577 }
578
579 return query;
580}
581
582// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000583void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000584{
585 if (mEventQueryPool.size() > 1000)
586 {
587 query->Release();
588 }
589 else
590 {
591 mEventQueryPool.push_back(query);
592 }
593}
594
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000595
596HRESULT Renderer9::compileShaderSource(const char* hlsl, const char* sourceName, const char* profile, DWORD flags, ID3DBlob** binary, ID3DBlob** errorMessage)
597{
598 return mD3DCompileFunc(hlsl, strlen(hlsl), sourceName, NULL, NULL, "main", profile, flags, 0, binary, errorMessage);
599}
600
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000601IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000602{
603 return mVertexShaderCache.create(function, length);
604}
605
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000606IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000607{
608 return mPixelShaderCache.create(function, length);
609}
610
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000611HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
612{
613 D3DPOOL Pool = getBufferPool(Usage);
614 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
615}
616
617HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
618{
619 D3DPOOL Pool = getBufferPool(Usage);
620 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
621}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000622
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000623void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000624{
625 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
626 int d3dSampler = index + d3dSamplerOffset;
627
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000628 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
629 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000630
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000631 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000632 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000633 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000634 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
635 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
636 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
637 if (mSupportsTextureFilterAnisotropy)
638 {
639 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
640 }
641}
642
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000643void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000644{
645 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
646 int d3dSampler = index + d3dSamplerOffset;
647 IDirect3DBaseTexture9 *d3dTexture = NULL;
648
649 if (texture)
650 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000651 TextureStorage *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000652 if (texStorage)
653 {
654 d3dTexture = texStorage->getBaseTexture();
655 }
656 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000657 // in the texture class and we're unexpectedly missing the d3d texture
658 ASSERT(d3dTexture != NULL);
659 }
660
661 mDevice->SetTexture(d3dSampler, d3dTexture);
662}
663
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000664void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
665{
666 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
667 bool depthSizeChanged = mForceSetRasterState || depthSize != mCurDepthSize;
668
669 if (rasterStateChanged)
670 {
671 // Set the cull mode
672 if (rasterState.cullFace)
673 {
674 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
675 }
676 else
677 {
678 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
679 }
680
681 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, rasterState.scissorTest ? TRUE : FALSE);
682
683 mCurRasterState = rasterState;
684 }
685
686 if (rasterStateChanged || depthSizeChanged)
687 {
688 if (rasterState.polygonOffsetFill)
689 {
690 if (depthSize > 0)
691 {
692 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
693
694 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
695 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
696 }
697 }
698 else
699 {
700 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
701 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
702 }
703
704 mCurDepthSize = depthSize;
705 }
706
707 mForceSetRasterState = false;
708}
709
710void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
711{
712 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
713 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
714 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
715
716 if (blendStateChanged || blendColorChanged)
717 {
718 if (blendState.blend)
719 {
720 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
721
722 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
723 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
724 {
725 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
726 }
727 else
728 {
729 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
730 gl::unorm<8>(blendColor.alpha),
731 gl::unorm<8>(blendColor.alpha),
732 gl::unorm<8>(blendColor.alpha)));
733 }
734
735 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
736 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
737 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
738
739 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
740 blendState.destBlendRGB != blendState.destBlendAlpha ||
741 blendState.blendEquationRGB != blendState.blendEquationAlpha)
742 {
743 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
744
745 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
746 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
747 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
748 }
749 else
750 {
751 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
752 }
753 }
754 else
755 {
756 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
757 }
758
759 if (blendState.sampleAlphaToCoverage)
760 {
761 FIXME("Sample alpha to coverage is unimplemented.");
762 }
763
764 // Set the color mask
765 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
766 // Apparently some ATI cards have a bug where a draw with a zero color
767 // write mask can cause later draws to have incorrect results. Instead,
768 // set a nonzero color write mask but modify the blend state so that no
769 // drawing is done.
770 // http://code.google.com/p/angleproject/issues/detail?id=169
771
772 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
773 blendState.colorMaskBlue, blendState.colorMaskAlpha);
774 if (colorMask == 0 && !zeroColorMaskAllowed)
775 {
776 // Enable green channel, but set blending so nothing will be drawn.
777 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
778 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
779
780 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
781 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
782 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
783 }
784 else
785 {
786 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
787 }
788
789 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
790
791 mCurBlendState = blendState;
792 mCurBlendColor = blendColor;
793 }
794
795 if (sampleMaskChanged)
796 {
797 // Set the multisample mask
798 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
799 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
800
801 mCurSampleMask = sampleMask;
802 }
803
804 mForceSetBlendState = false;
805}
806
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000807void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
808 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000809{
810 bool depthStencilStateChanged = mForceSetDepthStencilState ||
811 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000812 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
813 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000814 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
815 bool stencilSizeChanged = mForceSetDepthStencilState || stencilSize != mCurStencilSize;
816
817 if (depthStencilStateChanged)
818 {
819 if (depthStencilState.depthTest)
820 {
821 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
822 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
823 }
824 else
825 {
826 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
827 }
828
829 mCurDepthStencilState = depthStencilState;
830 }
831
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000832 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged || stencilSizeChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000833 {
834 if (depthStencilState.stencilTest && stencilSize > 0)
835 {
836 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
837 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
838
839 // FIXME: Unsupported by D3D9
840 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
841 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
842 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
843 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000844 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000845 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
846 {
847 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
848 return error(GL_INVALID_OPERATION);
849 }
850
851 // get the maximum size of the stencil ref
852 GLuint maxStencil = (1 << stencilSize) - 1;
853
854 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
855 depthStencilState.stencilWritemask);
856 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
857 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
858
859 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000860 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000861 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
862 depthStencilState.stencilMask);
863
864 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
865 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
866 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
867 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
868 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
869 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
870
871 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
872 depthStencilState.stencilBackWritemask);
873 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
874 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
875
876 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000877 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000878 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
879 depthStencilState.stencilBackMask);
880
881 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
882 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
883 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
884 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
885 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
886 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
887 }
888 else
889 {
890 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
891 }
892
893 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
894
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000895 mCurStencilRef = stencilRef;
896 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000897 mCurFrontFaceCCW = frontFaceCCW;
898 mCurStencilSize = stencilSize;
899 }
900
901 mForceSetDepthStencilState = false;
902}
903
904void Renderer9::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
905 unsigned int renderTargetHeight)
906{
907 bool renderTargetSizedChanged = mForceSetScissor ||
908 renderTargetWidth != mCurRenderTargetWidth ||
909 renderTargetHeight != mCurRenderTargetHeight;
910 bool scissorChanged = mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0;
911
912 if (renderTargetSizedChanged || scissorChanged)
913 {
914 RECT rect;
915 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000916 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000917 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000918 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000919 mDevice->SetScissorRect(&rect);
920
921 mCurScissor = scissor;
922 mCurRenderTargetWidth = renderTargetWidth;
923 mCurRenderTargetHeight = renderTargetHeight;
924 }
925
926 mForceSetScissor = false;
927}
928
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000929bool Renderer9::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
930 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
931 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
932{
933 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
934 zNear != mCurNear || zFar != mCurFar;
935
936 D3DVIEWPORT9 dxViewport;
937 dxViewport.X = gl::clamp(viewport.x, 0, static_cast<int>(renderTargetWidth));
938 dxViewport.Y = gl::clamp(viewport.y, 0, static_cast<int>(renderTargetHeight));
939 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(renderTargetWidth) - static_cast<int>(dxViewport.X));
940 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(renderTargetHeight) - static_cast<int>(dxViewport.Y));
941 dxViewport.MinZ = zNear;
942 dxViewport.MaxZ = zFar;
943
944 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
945 {
946 return false; // Nothing to render
947 }
948
949 if (viewportChanged)
950 {
951 mDevice->SetViewport(&dxViewport);
952
953 mCurViewport = viewport;
954 mCurNear = zNear;
955 mCurFar = zFar;
956 }
957
958 if (currentProgram && (viewportChanged || forceSetUniforms))
959 {
960 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
961 GLfloat xy[2] = { 1.0f / dxViewport.Width, -1.0f / dxViewport.Height };
962 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
963
964 // These values are used for computing gl_FragCoord in Program::linkVaryings().
965 GLint coord = currentProgram->getDxCoordLocation();
966 GLfloat whxy[4] = { viewport.width * 0.5f,
967 viewport.height * 0.5f,
968 viewport.x + (viewport.width * 0.5f),
969 viewport.y + (viewport.height * 0.5f) };
970 currentProgram->setUniform4fv(coord, 1, whxy);
971
972 GLint depth = currentProgram->getDxDepthLocation();
973 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
974 currentProgram->setUniform2fv(depth, 1, dz);
975
976 GLint depthRange = currentProgram->getDxDepthRangeLocation();
977 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
978 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
979 }
980
981 mForceSetViewport = false;
982 return true;
983}
984
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000985bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
986{
987 switch (mode)
988 {
989 case GL_POINTS:
990 mPrimitiveType = D3DPT_POINTLIST;
991 mPrimitiveCount = count;
992 break;
993 case GL_LINES:
994 mPrimitiveType = D3DPT_LINELIST;
995 mPrimitiveCount = count / 2;
996 break;
997 case GL_LINE_LOOP:
998 mPrimitiveType = D3DPT_LINESTRIP;
999 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1000 break;
1001 case GL_LINE_STRIP:
1002 mPrimitiveType = D3DPT_LINESTRIP;
1003 mPrimitiveCount = count - 1;
1004 break;
1005 case GL_TRIANGLES:
1006 mPrimitiveType = D3DPT_TRIANGLELIST;
1007 mPrimitiveCount = count / 3;
1008 break;
1009 case GL_TRIANGLE_STRIP:
1010 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1011 mPrimitiveCount = count - 2;
1012 break;
1013 case GL_TRIANGLE_FAN:
1014 mPrimitiveType = D3DPT_TRIANGLEFAN;
1015 mPrimitiveCount = count - 2;
1016 break;
1017 default:
1018 return error(GL_INVALID_ENUM, false);
1019 }
1020
1021 return mPrimitiveCount > 0;
1022}
1023
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001024bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001025{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001026 // if there is no color attachment we must synthesize a NULL colorattachment
1027 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1028 gl::Renderbuffer *renderbufferObject = NULL;
1029 if (framebuffer->getColorbufferType() != GL_NONE)
1030 {
1031 renderbufferObject = framebuffer->getColorbuffer();
1032 }
1033 else
1034 {
1035 renderbufferObject = framebuffer->getNullColorbuffer();
1036 }
1037 if (!renderbufferObject)
1038 {
1039 ERR("unable to locate renderbuffer for FBO.");
1040 return false;
1041 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001042
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001043 bool renderTargetChanged = false;
1044 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1045 if (renderTargetSerial != mAppliedRenderTargetSerial)
1046 {
1047 // Apply the render target on the device
1048 IDirect3DSurface9 *renderTargetSurface = NULL;
1049
1050 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1051 if (renderTarget)
1052 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001053 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001054 }
1055
1056 if (!renderTargetSurface)
1057 {
1058 ERR("render target pointer unexpectedly null.");
1059 return false; // Context must be lost
1060 }
1061
1062 mDevice->SetRenderTarget(0, renderTargetSurface);
1063 renderTargetSurface->Release();
1064
1065 mAppliedRenderTargetSerial = renderTargetSerial;
1066 renderTargetChanged = true;
1067 }
1068
1069 gl::Renderbuffer *depthStencil = NULL;
1070 unsigned int depthbufferSerial = 0;
1071 unsigned int stencilbufferSerial = 0;
1072 if (framebuffer->getDepthbufferType() != GL_NONE)
1073 {
1074 depthStencil = framebuffer->getDepthbuffer();
1075 if (!depthStencil)
1076 {
1077 ERR("Depth stencil pointer unexpectedly null.");
1078 return false;
1079 }
1080
1081 depthbufferSerial = depthStencil->getSerial();
1082 }
1083 else if (framebuffer->getStencilbufferType() != GL_NONE)
1084 {
1085 depthStencil = framebuffer->getStencilbuffer();
1086 if (!depthStencil)
1087 {
1088 ERR("Depth stencil pointer unexpectedly null.");
1089 return false;
1090 }
1091
1092 stencilbufferSerial = depthStencil->getSerial();
1093 }
1094
1095 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1096 stencilbufferSerial != mAppliedStencilbufferSerial ||
1097 !mDepthStencilInitialized)
1098 {
1099 // Apply the depth stencil on the device
1100 if (depthStencil)
1101 {
1102 IDirect3DSurface9 *depthStencilSurface = NULL;
1103 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1104
1105 if (depthStencilRenderTarget)
1106 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001107 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001108 }
1109
1110 if (!depthStencilSurface)
1111 {
1112 ERR("depth stencil pointer unexpectedly null.");
1113 return false; // Context must be lost
1114 }
1115
1116 mDevice->SetDepthStencilSurface(depthStencilSurface);
1117 depthStencilSurface->Release();
1118 }
1119 else
1120 {
1121 mDevice->SetDepthStencilSurface(NULL);
1122 }
1123
1124 mAppliedDepthbufferSerial = depthbufferSerial;
1125 mAppliedStencilbufferSerial = stencilbufferSerial;
1126 mDepthStencilInitialized = true;
1127 }
1128
1129 if (renderTargetChanged || !mRenderTargetDescInitialized)
1130 {
1131 mForceSetScissor = true;
1132 mForceSetViewport = true;
1133
1134 mRenderTargetDesc.width = renderbufferObject->getWidth();
1135 mRenderTargetDesc.height = renderbufferObject->getHeight();
1136 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1137 mRenderTargetDescInitialized = true;
1138 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001139
1140 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001141}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001142
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001143GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001144{
1145 gl::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1146 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1147 if (err != GL_NO_ERROR)
1148 {
1149 return err;
1150 }
1151
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001152 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1153}
1154
1155// Applies the indices and element array bindings to the Direct3D 9 device
1156GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
1157{
1158 IDirect3DIndexBuffer9 *indexBuffer;
1159 unsigned int serial;
1160 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo, &indexBuffer, &serial);
1161
1162 mIndexInfo.minIndex = indexInfo->minIndex;
1163 mIndexInfo.maxIndex = indexInfo->maxIndex;
1164 mIndexInfo.startIndex = indexInfo->startIndex;
1165
1166 if (err == GL_NO_ERROR)
1167 {
1168 if (serial != mAppliedIBSerial)
1169 {
1170 mDevice->SetIndices(indexBuffer);
1171 mAppliedIBSerial = serial;
1172 }
1173 }
1174
1175 return err;
1176}
1177
1178void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1179{
1180 startScene();
1181
1182 if (mode == GL_LINE_LOOP)
1183 {
1184 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1185 }
1186 else if (instances > 0)
1187 {
1188 gl::StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
1189 if (countingIB)
1190 {
1191 if (mAppliedIBSerial != countingIB->getSerial())
1192 {
1193 mDevice->SetIndices(countingIB->getBuffer());
1194 mAppliedIBSerial = countingIB->getSerial();
1195 }
1196
1197 for (int i = 0; i < mRepeatDraw; i++)
1198 {
1199 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1200 }
1201 }
1202 else
1203 {
1204 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1205 return error(GL_OUT_OF_MEMORY);
1206 }
1207 }
1208 else // Regular case
1209 {
1210 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1211 }
1212}
1213
1214void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1215{
1216 startScene();
1217
1218 if (mode == GL_LINE_LOOP)
1219 {
1220 drawLineLoop(count, type, indices, mIndexInfo.minIndex, elementArrayBuffer);
1221 }
1222 else
1223 {
1224 for (int i = 0; i < mRepeatDraw; i++)
1225 {
1226 GLsizei vertexCount = mIndexInfo.maxIndex - mIndexInfo.minIndex + 1;
1227 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)mIndexInfo.minIndex, mIndexInfo.minIndex, vertexCount, mIndexInfo.startIndex, mPrimitiveCount);
1228 }
1229 }
1230}
1231
1232void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1233{
1234 // Get the raw indices for an indexed draw
1235 if (type != GL_NONE && elementArrayBuffer)
1236 {
1237 gl::Buffer *indexBuffer = elementArrayBuffer;
1238 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1239 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1240 }
1241
1242 UINT startIndex = 0;
1243 bool succeeded = false;
1244
1245 if (get32BitIndexSupport())
1246 {
1247 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1248
1249 if (!mLineLoopIB)
1250 {
1251 mLineLoopIB = new gl::StreamingIndexBuffer(this, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
1252 }
1253
1254 if (mLineLoopIB)
1255 {
1256 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
1257
1258 UINT offset = 0;
1259 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
1260 startIndex = offset / 4;
1261
1262 if (data)
1263 {
1264 switch (type)
1265 {
1266 case GL_NONE: // Non-indexed draw
1267 for (int i = 0; i < count; i++)
1268 {
1269 data[i] = i;
1270 }
1271 data[count] = 0;
1272 break;
1273 case GL_UNSIGNED_BYTE:
1274 for (int i = 0; i < count; i++)
1275 {
1276 data[i] = static_cast<const GLubyte*>(indices)[i];
1277 }
1278 data[count] = static_cast<const GLubyte*>(indices)[0];
1279 break;
1280 case GL_UNSIGNED_SHORT:
1281 for (int i = 0; i < count; i++)
1282 {
1283 data[i] = static_cast<const GLushort*>(indices)[i];
1284 }
1285 data[count] = static_cast<const GLushort*>(indices)[0];
1286 break;
1287 case GL_UNSIGNED_INT:
1288 for (int i = 0; i < count; i++)
1289 {
1290 data[i] = static_cast<const GLuint*>(indices)[i];
1291 }
1292 data[count] = static_cast<const GLuint*>(indices)[0];
1293 break;
1294 default: UNREACHABLE();
1295 }
1296
1297 mLineLoopIB->unmap();
1298 succeeded = true;
1299 }
1300 }
1301 }
1302 else
1303 {
1304 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
1305
1306 if (!mLineLoopIB)
1307 {
1308 mLineLoopIB = new gl::StreamingIndexBuffer(this, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
1309 }
1310
1311 if (mLineLoopIB)
1312 {
1313 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
1314
1315 UINT offset = 0;
1316 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
1317 startIndex = offset / 2;
1318
1319 if (data)
1320 {
1321 switch (type)
1322 {
1323 case GL_NONE: // Non-indexed draw
1324 for (int i = 0; i < count; i++)
1325 {
1326 data[i] = i;
1327 }
1328 data[count] = 0;
1329 break;
1330 case GL_UNSIGNED_BYTE:
1331 for (int i = 0; i < count; i++)
1332 {
1333 data[i] = static_cast<const GLubyte*>(indices)[i];
1334 }
1335 data[count] = static_cast<const GLubyte*>(indices)[0];
1336 break;
1337 case GL_UNSIGNED_SHORT:
1338 for (int i = 0; i < count; i++)
1339 {
1340 data[i] = static_cast<const GLushort*>(indices)[i];
1341 }
1342 data[count] = static_cast<const GLushort*>(indices)[0];
1343 break;
1344 case GL_UNSIGNED_INT:
1345 for (int i = 0; i < count; i++)
1346 {
1347 data[i] = static_cast<const GLuint*>(indices)[i];
1348 }
1349 data[count] = static_cast<const GLuint*>(indices)[0];
1350 break;
1351 default: UNREACHABLE();
1352 }
1353
1354 mLineLoopIB->unmap();
1355 succeeded = true;
1356 }
1357 }
1358 }
1359
1360 if (succeeded)
1361 {
1362 if (mAppliedIBSerial != mLineLoopIB->getSerial())
1363 {
1364 mDevice->SetIndices(mLineLoopIB->getBuffer());
1365 mAppliedIBSerial = mLineLoopIB->getSerial();
1366 }
1367
1368 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1369 }
1370 else
1371 {
1372 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
1373 return error(GL_OUT_OF_MEMORY);
1374 }
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001375}
1376
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001377void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1378{
1379 IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
1380 IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
1381
1382 mDevice->SetPixelShader(pixelShader);
1383 mDevice->SetVertexShader(vertexShader);
1384 programBinary->dirtyAllUniforms();
1385}
1386
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001387void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001388{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001389 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1390 gl::unorm<8>(clearParams.colorClearValue.red),
1391 gl::unorm<8>(clearParams.colorClearValue.green),
1392 gl::unorm<8>(clearParams.colorClearValue.blue));
1393 float depth = gl::clamp01(clearParams.depthClearValue);
1394 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001395
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001396 unsigned int stencilUnmasked = 0x0;
1397 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1398 {
1399 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1400 stencilUnmasked = (0x1 << stencilSize) - 1;
1401 }
1402
1403 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1404
1405 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1406 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1407 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1408 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1409 clearParams.colorMaskBlue && alphaUnmasked);
1410
1411 if (needMaskedColorClear || needMaskedStencilClear)
1412 {
1413 // State which is altered in all paths from this point to the clear call is saved.
1414 // State which is altered in only some paths will be flagged dirty in the case that
1415 // that path is taken.
1416 HRESULT hr;
1417 if (mMaskedClearSavedState == NULL)
1418 {
1419 hr = mDevice->BeginStateBlock();
1420 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1421
1422 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1423 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1424 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1425 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1426 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1427 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1428 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1429 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1430 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1431 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1432 mDevice->SetPixelShader(NULL);
1433 mDevice->SetVertexShader(NULL);
1434 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1435 mDevice->SetStreamSource(0, NULL, 0, 0);
1436 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1437 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1438 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1439 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1440 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1441 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1442 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1443
1444 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1445 {
1446 mDevice->SetStreamSourceFreq(i, 1);
1447 }
1448
1449 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1450 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1451 }
1452
1453 ASSERT(mMaskedClearSavedState != NULL);
1454
1455 if (mMaskedClearSavedState != NULL)
1456 {
1457 hr = mMaskedClearSavedState->Capture();
1458 ASSERT(SUCCEEDED(hr));
1459 }
1460
1461 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1462 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1463 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1464 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1465 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1466 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1467 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1468 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1469
1470 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1471 {
1472 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1473 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1474 clearParams.colorMaskGreen,
1475 clearParams.colorMaskBlue,
1476 clearParams.colorMaskAlpha));
1477 }
1478 else
1479 {
1480 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1481 }
1482
1483 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1484 {
1485 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1486 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1487 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1488 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1489 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1490 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1491 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1492 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1493 }
1494 else
1495 {
1496 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1497 }
1498
1499 mDevice->SetPixelShader(NULL);
1500 mDevice->SetVertexShader(NULL);
1501 mDevice->SetFVF(D3DFVF_XYZRHW);
1502 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1503 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1504 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1505 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1506 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1507 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1508 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1509
1510 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1511 {
1512 mDevice->SetStreamSourceFreq(i, 1);
1513 }
1514
1515 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1516 quad[0][0] = -0.5f;
1517 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1518 quad[0][2] = 0.0f;
1519 quad[0][3] = 1.0f;
1520
1521 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1522 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1523 quad[1][2] = 0.0f;
1524 quad[1][3] = 1.0f;
1525
1526 quad[2][0] = -0.5f;
1527 quad[2][1] = -0.5f;
1528 quad[2][2] = 0.0f;
1529 quad[2][3] = 1.0f;
1530
1531 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1532 quad[3][1] = -0.5f;
1533 quad[3][2] = 0.0f;
1534 quad[3][3] = 1.0f;
1535
1536 startScene();
1537 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1538
1539 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1540 {
1541 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1542 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1543 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1544 }
1545
1546 if (mMaskedClearSavedState != NULL)
1547 {
1548 mMaskedClearSavedState->Apply();
1549 }
1550 }
1551 else if (clearParams.mask)
1552 {
1553 DWORD dxClearFlags = 0;
1554 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1555 {
1556 dxClearFlags |= D3DCLEAR_TARGET;
1557 }
1558 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1559 {
1560 dxClearFlags |= D3DCLEAR_ZBUFFER;
1561 }
1562 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1563 {
1564 dxClearFlags |= D3DCLEAR_STENCIL;
1565 }
1566
1567 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1568 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001569}
1570
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001571void Renderer9::markAllStateDirty()
1572{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001573 mAppliedRenderTargetSerial = 0;
1574 mAppliedDepthbufferSerial = 0;
1575 mAppliedStencilbufferSerial = 0;
1576 mDepthStencilInitialized = false;
1577 mRenderTargetDescInitialized = false;
1578
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001579 mForceSetDepthStencilState = true;
1580 mForceSetRasterState = true;
1581 mForceSetBlendState = true;
1582 mForceSetScissor = true;
1583 mForceSetViewport = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001584
1585 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001586}
1587
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001588void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001589{
1590 while (!mEventQueryPool.empty())
1591 {
1592 mEventQueryPool.back()->Release();
1593 mEventQueryPool.pop_back();
1594 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001595
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001596 if (mMaskedClearSavedState)
1597 {
1598 mMaskedClearSavedState->Release();
1599 mMaskedClearSavedState = NULL;
1600 }
1601
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001602 mVertexShaderCache.clear();
1603 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001604
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001605 delete mBlit;
1606 mBlit = NULL;
1607
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001608 delete mVertexDataManager;
1609 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001610
1611 delete mIndexDataManager;
1612 mIndexDataManager = NULL;
1613
1614 delete mLineLoopIB;
1615 mLineLoopIB = NULL;
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001616}
1617
1618
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001619void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001620{
1621 mDeviceLost = true;
1622}
1623
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001624bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001625{
1626 return mDeviceLost;
1627}
1628
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001629// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001630bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001631{
1632 bool isLost = false;
1633
1634 if (mDeviceEx)
1635 {
1636 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
1637 }
1638 else if (mDevice)
1639 {
1640 isLost = FAILED(mDevice->TestCooperativeLevel());
1641 }
1642 else
1643 {
1644 // No device yet, so no reset required
1645 }
1646
1647 if (isLost)
1648 {
1649 // ensure we note the device loss --
1650 // we'll probably get this done again by markDeviceLost
1651 // but best to remember it!
1652 // Note that we don't want to clear the device loss status here
1653 // -- this needs to be done by resetDevice
1654 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001655 if (notify)
1656 {
1657 mDisplay->notifyDeviceLost();
1658 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001659 }
1660
1661 return isLost;
1662}
1663
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001664bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001665{
1666 HRESULT status = D3D_OK;
1667
1668 if (mDeviceEx)
1669 {
1670 status = mDeviceEx->CheckDeviceState(NULL);
1671 }
1672 else if (mDevice)
1673 {
1674 status = mDevice->TestCooperativeLevel();
1675 }
1676
1677 switch (status)
1678 {
1679 case D3DERR_DEVICENOTRESET:
1680 case D3DERR_DEVICEHUNG:
1681 return true;
1682 default:
1683 return false;
1684 }
1685}
1686
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001687bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001688{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001689 releaseDeviceResources();
1690
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001691 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
1692
1693 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001694 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001695 int attempts = 3;
1696
1697 while (lost && attempts > 0)
1698 {
1699 if (mDeviceEx)
1700 {
1701 Sleep(500); // Give the graphics driver some CPU time
1702 result = mDeviceEx->ResetEx(&presentParameters, NULL);
1703 }
1704 else
1705 {
1706 result = mDevice->TestCooperativeLevel();
1707 while (result == D3DERR_DEVICELOST)
1708 {
1709 Sleep(100); // Give the graphics driver some CPU time
1710 result = mDevice->TestCooperativeLevel();
1711 }
1712
1713 if (result == D3DERR_DEVICENOTRESET)
1714 {
1715 result = mDevice->Reset(&presentParameters);
1716 }
1717 }
1718
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001719 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001720 attempts --;
1721 }
1722
1723 if (FAILED(result))
1724 {
1725 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
1726 return false;
1727 }
1728
1729 // reset device defaults
1730 initializeDevice();
1731 mDeviceLost = false;
1732
1733 return true;
1734}
1735
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001736DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001737{
1738 return mAdapterIdentifier.VendorId;
1739}
1740
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001741const char *Renderer9::getAdapterDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001742{
1743 return mAdapterIdentifier.Description;
1744}
1745
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001746GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001747{
1748 return mAdapterIdentifier.DeviceIdentifier;
1749}
1750
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001751void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001752{
1753 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
1754 {
1755 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
1756 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
1757
1758 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
1759 }
1760}
1761
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001762bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001763{
1764 D3DDISPLAYMODE currentDisplayMode;
1765 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1766
1767 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
1768}
1769
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001770bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001771{
1772 D3DDISPLAYMODE currentDisplayMode;
1773 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1774
1775 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
1776}
1777
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001778bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001779{
1780 D3DDISPLAYMODE currentDisplayMode;
1781 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1782
1783 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
1784}
1785
1786// we use INTZ for depth textures in Direct3D9
1787// we also want NULL texture support to ensure the we can make depth-only FBOs
1788// see http://aras-p.info/texts/D3D9GPUHacks.html
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001789bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001790{
1791 D3DDISPLAYMODE currentDisplayMode;
1792 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1793
1794 bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1795 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
1796 bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1797 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
1798
1799 return intz && null;
1800}
1801
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001802bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001803{
1804 D3DDISPLAYMODE currentDisplayMode;
1805 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1806
1807 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1808 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1809 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1810 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1811
1812 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1813 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
1814 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1815 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1816
1817 if (!*filtering && !*renderable)
1818 {
1819 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1820 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1821 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1822 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1823 }
1824 else
1825 {
1826 return true;
1827 }
1828}
1829
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001830bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001831{
1832 D3DDISPLAYMODE currentDisplayMode;
1833 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1834
1835 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1836 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1837 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1838 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1839
1840 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1841 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1842 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1843 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1844
1845 if (!*filtering && !*renderable)
1846 {
1847 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1848 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1849 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1850 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1851 }
1852 else
1853 {
1854 return true;
1855 }
1856}
1857
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001858bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001859{
1860 D3DDISPLAYMODE currentDisplayMode;
1861 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1862
1863 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
1864}
1865
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001866bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001867{
1868 D3DDISPLAYMODE currentDisplayMode;
1869 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1870
1871 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
1872}
1873
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001874bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001875{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001876 return mSupportsTextureFilterAnisotropy;
1877}
1878
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001879float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001880{
1881 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001882 {
1883 return mDeviceCaps.MaxAnisotropy;
1884 }
1885 return 1.0f;
1886}
1887
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001888bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001889{
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001890 IDirect3DQuery9 *query = allocateEventQuery();
1891 if (query)
1892 {
1893 freeEventQuery(query);
1894 return true;
1895 }
1896 else
1897 {
1898 return false;
1899 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001900 return true;
1901}
1902
1903// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
1904// We test this using D3D9 by checking support for the R16F format.
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001905bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001906{
1907 if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
1908 {
1909 return false;
1910 }
1911
1912 D3DDISPLAYMODE currentDisplayMode;
1913 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1914
1915 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
1916
1917 return SUCCEEDED(result);
1918}
1919
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001920bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001921{
1922 return mSupportsNonPower2Textures;
1923}
1924
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001925bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001926{
1927 if (!mDevice)
1928 {
1929 return false;
1930 }
1931
1932 IDirect3DQuery9 *query = NULL;
1933 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
1934 if (SUCCEEDED(result) && query)
1935 {
1936 query->Release();
1937 return true;
1938 }
1939 else
1940 {
1941 return false;
1942 }
1943}
1944
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001945bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001946{
1947 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
1948}
1949
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001950bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001951{
1952 // PIX doesn't seem to support using share handles, so disable them.
1953 // D3D9_REPLACE
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00001954 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001955}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001956
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001957bool Renderer9::getShaderModel3Support() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001958{
1959 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
1960}
1961
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001962float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001963{
1964 return mDeviceCaps.MaxPointSize;
1965}
1966
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001967int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001968{
1969 return (int)mDeviceCaps.MaxTextureWidth;
1970}
1971
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001972int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001973{
1974 return (int)mDeviceCaps.MaxTextureHeight;
1975}
1976
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001977bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001978{
1979 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
1980}
1981
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001982DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001983{
1984 return mDeviceCaps.DeclTypes;
1985}
1986
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001987int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001988{
1989 return mMinSwapInterval;
1990}
1991
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001992int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001993{
1994 return mMaxSwapInterval;
1995}
1996
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001997int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001998{
1999 return mMaxSupportedSamples;
2000}
2001
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002002int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002003{
2004 if (requested == 0)
2005 {
2006 return requested;
2007 }
2008
2009 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2010 if (itr == mMultiSampleSupport.end())
2011 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002012 if (format == D3DFMT_UNKNOWN)
2013 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002014 return -1;
2015 }
2016
2017 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2018 {
2019 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2020 {
2021 return i;
2022 }
2023 }
2024
2025 return -1;
2026}
2027
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002028D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2029{
2030 switch (internalformat)
2031 {
2032 case GL_DEPTH_COMPONENT16:
2033 case GL_DEPTH_COMPONENT32_OES:
2034 case GL_DEPTH24_STENCIL8_OES:
2035 return D3DFMT_INTZ;
2036 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2037 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2038 return D3DFMT_DXT1;
2039 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2040 return D3DFMT_DXT3;
2041 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2042 return D3DFMT_DXT5;
2043 case GL_RGBA32F_EXT:
2044 case GL_RGB32F_EXT:
2045 case GL_ALPHA32F_EXT:
2046 case GL_LUMINANCE32F_EXT:
2047 case GL_LUMINANCE_ALPHA32F_EXT:
2048 return D3DFMT_A32B32G32R32F;
2049 case GL_RGBA16F_EXT:
2050 case GL_RGB16F_EXT:
2051 case GL_ALPHA16F_EXT:
2052 case GL_LUMINANCE16F_EXT:
2053 case GL_LUMINANCE_ALPHA16F_EXT:
2054 return D3DFMT_A16B16G16R16F;
2055 case GL_LUMINANCE8_EXT:
2056 if (getLuminanceTextureSupport())
2057 {
2058 return D3DFMT_L8;
2059 }
2060 break;
2061 case GL_LUMINANCE8_ALPHA8_EXT:
2062 if (getLuminanceAlphaTextureSupport())
2063 {
2064 return D3DFMT_A8L8;
2065 }
2066 break;
2067 case GL_RGB8_OES:
2068 case GL_RGB565:
2069 return D3DFMT_X8R8G8B8;
2070 }
2071
2072 return D3DFMT_A8R8G8B8;
2073}
2074
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002075bool Renderer9::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002076{
2077 bool result = false;
2078
2079 if (source && dest)
2080 {
2081 int levels = source->levelCount();
2082 for (int i = 0; i < levels; ++i)
2083 {
2084 IDirect3DSurface9 *srcSurf = source->getSurfaceLevel(i, false);
2085 IDirect3DSurface9 *dstSurf = dest->getSurfaceLevel(i, false);
2086
2087 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
2088
2089 if (srcSurf) srcSurf->Release();
2090 if (dstSurf) dstSurf->Release();
2091
2092 if (!result)
2093 return false;
2094 }
2095 }
2096
2097 return result;
2098}
2099
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002100bool Renderer9::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002101{
2102 bool result = false;
2103
2104 if (source && dest)
2105 {
2106 int levels = source->levelCount();
2107 for (int f = 0; f < 6; f++)
2108 {
2109 for (int i = 0; i < levels; i++)
2110 {
2111 IDirect3DSurface9 *srcSurf = source->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2112 IDirect3DSurface9 *dstSurf = dest->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
2113
2114 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
2115
2116 if (srcSurf) srcSurf->Release();
2117 if (dstSurf) dstSurf->Release();
2118
2119 if (!result)
2120 return false;
2121 }
2122 }
2123 }
2124
2125 return result;
2126}
2127
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002128D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002129{
2130 if (mD3d9Ex != NULL)
2131 {
2132 return D3DPOOL_DEFAULT;
2133 }
2134 else
2135 {
2136 if (!(usage & D3DUSAGE_DYNAMIC))
2137 {
2138 return D3DPOOL_MANAGED;
2139 }
2140 }
2141
2142 return D3DPOOL_DEFAULT;
2143}
2144
daniel@transgaming.com38380882012-11-28 19:36:39 +00002145bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
2146 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002147{
2148 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
2149}
2150
daniel@transgaming.com38380882012-11-28 19:36:39 +00002151bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
2152 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002153{
2154 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
2155}
2156
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002157bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
2158 bool blitRenderTarget, bool blitDepthStencil)
2159{
2160 endScene();
2161
2162 if (blitRenderTarget)
2163 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002164 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2165 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2166 RenderTarget9 *readRenderTarget = NULL;
2167 RenderTarget9 *drawRenderTarget = NULL;
2168 IDirect3DSurface9* readSurface = NULL;
2169 IDirect3DSurface9* drawSurface = NULL;
2170
2171 if (readBuffer)
2172 {
2173 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2174 }
2175 if (drawBuffer)
2176 {
2177 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2178 }
2179
2180 if (readRenderTarget)
2181 {
2182 readSurface = readRenderTarget->getSurface();
2183 }
2184 if (drawRenderTarget)
2185 {
2186 drawSurface = drawRenderTarget->getSurface();
2187 }
2188
2189 if (!readSurface || !drawSurface)
2190 {
2191 ERR("Failed to retrieve the render target.");
2192 return error(GL_OUT_OF_MEMORY, false);
2193 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002194
2195 RECT srcRect, dstRect;
2196 RECT *srcRectPtr = NULL;
2197 RECT *dstRectPtr = NULL;
2198
2199 if (readRect)
2200 {
2201 srcRect.left = readRect->x;
2202 srcRect.right = readRect->x + readRect->width;
2203 srcRect.top = readRect->y;
2204 srcRect.bottom = readRect->y + readRect->height;
2205 srcRectPtr = &srcRect;
2206 }
2207
2208 if (drawRect)
2209 {
2210 dstRect.left = drawRect->x;
2211 dstRect.right = drawRect->x + drawRect->width;
2212 dstRect.top = drawRect->y;
2213 dstRect.bottom = drawRect->y + drawRect->height;
2214 dstRectPtr = &dstRect;
2215 }
2216
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002217 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002218
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002219 readSurface->Release();
2220 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002221
2222 if (FAILED(result))
2223 {
2224 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2225 return false;
2226 }
2227 }
2228
2229 if (blitDepthStencil)
2230 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002231 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2232 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2233 RenderTarget9 *readDepthStencil = NULL;
2234 RenderTarget9 *drawDepthStencil = NULL;
2235 IDirect3DSurface9* readSurface = NULL;
2236 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002237
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002238 if (readBuffer)
2239 {
2240 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2241 }
2242 if (drawBuffer)
2243 {
2244 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2245 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002246
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002247 if (readDepthStencil)
2248 {
2249 readSurface = readDepthStencil->getSurface();
2250 }
2251 if (drawDepthStencil)
2252 {
2253 drawSurface = drawDepthStencil->getSurface();
2254 }
2255
2256 if (!readSurface || !drawSurface)
2257 {
2258 ERR("Failed to retrieve the render target.");
2259 return error(GL_OUT_OF_MEMORY, false);
2260 }
2261
2262 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2263
2264 readSurface->Release();
2265 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002266
2267 if (FAILED(result))
2268 {
2269 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2270 return false;
2271 }
2272 }
2273
2274 return true;
2275}
2276
2277void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2278 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2279{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002280 RenderTarget9 *renderTarget = NULL;
2281 IDirect3DSurface9 *surface = NULL;
2282 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2283
2284 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002285 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002286 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2287 }
2288
2289 if (renderTarget)
2290 {
2291 surface = renderTarget->getSurface();
2292 }
2293
2294 if (!surface)
2295 {
2296 // context must be lost
2297 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002298 }
2299
2300 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002301 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002302
2303 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2304 {
2305 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002306 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002307 return error(GL_OUT_OF_MEMORY);
2308 }
2309
2310 HRESULT result;
2311 IDirect3DSurface9 *systemSurface = NULL;
2312 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2313 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2314 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2315 if (directToPixels)
2316 {
2317 // Use the pixels ptr as a shared handle to write directly into client's memory
2318 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2319 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2320 if (FAILED(result))
2321 {
2322 // Try again without the shared handle
2323 directToPixels = false;
2324 }
2325 }
2326
2327 if (!directToPixels)
2328 {
2329 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2330 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2331 if (FAILED(result))
2332 {
2333 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002334 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002335 return error(GL_OUT_OF_MEMORY);
2336 }
2337 }
2338
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002339 result = mDevice->GetRenderTargetData(surface, systemSurface);
2340 surface->Release();
2341 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002342
2343 if (FAILED(result))
2344 {
2345 systemSurface->Release();
2346
2347 // It turns out that D3D will sometimes produce more error
2348 // codes than those documented.
daniel@transgaming.com414c9162012-11-28 20:54:57 +00002349 if (checkDeviceLost(result))
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002350 return error(GL_OUT_OF_MEMORY);
2351 else
2352 {
2353 UNREACHABLE();
2354 return;
2355 }
2356
2357 }
2358
2359 if (directToPixels)
2360 {
2361 systemSurface->Release();
2362 return;
2363 }
2364
2365 RECT rect;
2366 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2367 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2368 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2369 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2370
2371 D3DLOCKED_RECT lock;
2372 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2373
2374 if (FAILED(result))
2375 {
2376 UNREACHABLE();
2377 systemSurface->Release();
2378
2379 return; // No sensible error to generate
2380 }
2381
2382 unsigned char *dest = (unsigned char*)pixels;
2383 unsigned short *dest16 = (unsigned short*)pixels;
2384
2385 unsigned char *source;
2386 int inputPitch;
2387 if (packReverseRowOrder)
2388 {
2389 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2390 inputPitch = -lock.Pitch;
2391 }
2392 else
2393 {
2394 source = (unsigned char*)lock.pBits;
2395 inputPitch = lock.Pitch;
2396 }
2397
2398 unsigned int fastPixelSize = 0;
2399
2400 if (desc.Format == D3DFMT_A8R8G8B8 &&
2401 format == GL_BGRA_EXT &&
2402 type == GL_UNSIGNED_BYTE)
2403 {
2404 fastPixelSize = 4;
2405 }
2406 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2407 format == GL_BGRA_EXT &&
2408 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2409 (desc.Format == D3DFMT_A1R5G5B5 &&
2410 format == GL_BGRA_EXT &&
2411 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2412 {
2413 fastPixelSize = 2;
2414 }
2415 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2416 format == GL_RGBA &&
2417 type == GL_HALF_FLOAT_OES)
2418 {
2419 fastPixelSize = 8;
2420 }
2421 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2422 format == GL_RGBA &&
2423 type == GL_FLOAT)
2424 {
2425 fastPixelSize = 16;
2426 }
2427
2428 for (int j = 0; j < rect.bottom - rect.top; j++)
2429 {
2430 if (fastPixelSize != 0)
2431 {
2432 // Fast path for formats which require no translation:
2433 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2434 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2435 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2436 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2437 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2438 //
2439 // Note that buffers with no alpha go through the slow path below.
2440 memcpy(dest + j * outputPitch,
2441 source + j * inputPitch,
2442 (rect.right - rect.left) * fastPixelSize);
2443 continue;
2444 }
2445
2446 for (int i = 0; i < rect.right - rect.left; i++)
2447 {
2448 float r;
2449 float g;
2450 float b;
2451 float a;
2452
2453 switch (desc.Format)
2454 {
2455 case D3DFMT_R5G6B5:
2456 {
2457 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2458
2459 a = 1.0f;
2460 b = (rgb & 0x001F) * (1.0f / 0x001F);
2461 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2462 r = (rgb & 0xF800) * (1.0f / 0xF800);
2463 }
2464 break;
2465 case D3DFMT_A1R5G5B5:
2466 {
2467 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2468
2469 a = (argb & 0x8000) ? 1.0f : 0.0f;
2470 b = (argb & 0x001F) * (1.0f / 0x001F);
2471 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2472 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2473 }
2474 break;
2475 case D3DFMT_A8R8G8B8:
2476 {
2477 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2478
2479 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2480 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2481 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2482 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2483 }
2484 break;
2485 case D3DFMT_X8R8G8B8:
2486 {
2487 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2488
2489 a = 1.0f;
2490 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2491 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2492 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2493 }
2494 break;
2495 case D3DFMT_A2R10G10B10:
2496 {
2497 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2498
2499 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2500 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2501 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2502 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2503 }
2504 break;
2505 case D3DFMT_A32B32G32R32F:
2506 {
2507 // float formats in D3D are stored rgba, rather than the other way round
2508 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2509 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2510 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2511 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2512 }
2513 break;
2514 case D3DFMT_A16B16G16R16F:
2515 {
2516 // float formats in D3D are stored rgba, rather than the other way round
2517 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2518 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2519 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2520 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2521 }
2522 break;
2523 default:
2524 UNIMPLEMENTED(); // FIXME
2525 UNREACHABLE();
2526 return;
2527 }
2528
2529 switch (format)
2530 {
2531 case GL_RGBA:
2532 switch (type)
2533 {
2534 case GL_UNSIGNED_BYTE:
2535 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2536 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2537 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2538 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2539 break;
2540 default: UNREACHABLE();
2541 }
2542 break;
2543 case GL_BGRA_EXT:
2544 switch (type)
2545 {
2546 case GL_UNSIGNED_BYTE:
2547 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2548 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2549 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2550 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2551 break;
2552 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2553 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2554 // this type is packed as follows:
2555 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2556 // --------------------------------------------------------------------------------
2557 // | 4th | 3rd | 2nd | 1st component |
2558 // --------------------------------------------------------------------------------
2559 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2560 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2561 ((unsigned short)(15 * a + 0.5f) << 12)|
2562 ((unsigned short)(15 * r + 0.5f) << 8) |
2563 ((unsigned short)(15 * g + 0.5f) << 4) |
2564 ((unsigned short)(15 * b + 0.5f) << 0);
2565 break;
2566 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2567 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2568 // this type is packed as follows:
2569 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2570 // --------------------------------------------------------------------------------
2571 // | 4th | 3rd | 2nd | 1st component |
2572 // --------------------------------------------------------------------------------
2573 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2574 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2575 ((unsigned short)( a + 0.5f) << 15) |
2576 ((unsigned short)(31 * r + 0.5f) << 10) |
2577 ((unsigned short)(31 * g + 0.5f) << 5) |
2578 ((unsigned short)(31 * b + 0.5f) << 0);
2579 break;
2580 default: UNREACHABLE();
2581 }
2582 break;
2583 case GL_RGB:
2584 switch (type)
2585 {
2586 case GL_UNSIGNED_SHORT_5_6_5:
2587 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2588 ((unsigned short)(31 * b + 0.5f) << 0) |
2589 ((unsigned short)(63 * g + 0.5f) << 5) |
2590 ((unsigned short)(31 * r + 0.5f) << 11);
2591 break;
2592 case GL_UNSIGNED_BYTE:
2593 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2594 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2595 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2596 break;
2597 default: UNREACHABLE();
2598 }
2599 break;
2600 default: UNREACHABLE();
2601 }
2602 }
2603 }
2604
2605 systemSurface->UnlockRect();
2606
2607 systemSurface->Release();
2608}
2609
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002610RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2611{
2612 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2613 IDirect3DSurface9 *surface = NULL;
2614 if (depth)
2615 {
2616 surface = swapChain9->getDepthStencil();
2617 }
2618 else
2619 {
2620 surface = swapChain9->getRenderTarget();
2621 }
2622
2623 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2624
2625 return renderTarget;
2626}
2627
2628RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2629{
2630 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2631 return renderTarget;
2632}
2633
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002634bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
2635{
2636 return mBlit->boxFilter(source, dest);
2637}
2638
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002639D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002640{
2641 if (mD3d9Ex != NULL)
2642 {
2643 return D3DPOOL_DEFAULT;
2644 }
2645 else
2646 {
2647 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2648 {
2649 return D3DPOOL_MANAGED;
2650 }
2651 }
2652
2653 return D3DPOOL_DEFAULT;
2654}
2655
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002656bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
2657{
2658 if (source && dest)
2659 {
2660 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2661 IDirect3DDevice9 *device = getDevice(); // D3D9_REPLACE
2662
2663 if (fromManaged)
2664 {
2665 D3DSURFACE_DESC desc;
2666 source->GetDesc(&desc);
2667
2668 IDirect3DSurface9 *surf = 0;
2669 result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
2670
2671 if (SUCCEEDED(result))
2672 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002673 Image::CopyLockableSurfaces(surf, source);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002674 result = device->UpdateSurface(surf, NULL, dest, NULL);
2675 surf->Release();
2676 }
2677 }
2678 else
2679 {
2680 endScene();
2681 result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
2682 }
2683
2684 if (FAILED(result))
2685 {
2686 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2687 return false;
2688 }
2689 }
2690
2691 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002692}
2693
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002694}