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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
shannon.woods@transgaming.com4e91d562013-02-28 23:12:09 +00009#include <D3Dcompiler.h>
10
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000013#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000015#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000016#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000017#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000018#include "libGLESv2/Program.h"
19#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000020#include "libGLESv2/renderer/IndexDataManager.h"
21#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000022#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000023#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000024#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000025#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000026#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000027#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000028#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000029#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000030#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000031#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000032#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000033#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000034#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000036#include <sstream>
37
daniel@transgaming.com621ce052012-10-31 17:52:29 +000038// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
39#define REF_RAST 0
40
41// The "Debug This Pixel..." feature in PIX often fails when using the
42// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
43// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
44#if !defined(ANGLE_ENABLE_D3D9EX)
45// Enables use of the IDirect3D9Ex interface, when available
46#define ANGLE_ENABLE_D3D9EX 1
47#endif // !defined(ANGLE_ENABLE_D3D9EX)
48
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000049#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
50#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
51#endif
52
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000053namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000054{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000055static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000056 {
57 D3DFMT_A1R5G5B5,
58 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
59 D3DFMT_A8R8G8B8,
60 D3DFMT_R5G6B5,
61 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
62 D3DFMT_X8R8G8B8
63 };
64
daniel@transgaming.com222ee082012-11-28 19:31:49 +000065static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000066 {
67 D3DFMT_UNKNOWN,
68 // D3DFMT_D16_LOCKABLE,
69 D3DFMT_D32,
70 // D3DFMT_D15S1,
71 D3DFMT_D24S8,
72 D3DFMT_D24X8,
73 // D3DFMT_D24X4S4,
74 D3DFMT_D16,
75 // D3DFMT_D32F_LOCKABLE,
76 // D3DFMT_D24FS8
77 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000078
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000079enum
80{
81 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
82};
83
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000084Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000085{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000086 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000087
88 mD3d9 = NULL;
89 mD3d9Ex = NULL;
90 mDevice = NULL;
91 mDeviceEx = NULL;
92 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000093 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000094
95 mAdapter = D3DADAPTER_DEFAULT;
96
97 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
98 mDeviceType = D3DDEVTYPE_REF;
99 #else
100 mDeviceType = D3DDEVTYPE_HAL;
101 #endif
102
103 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000104
105 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000106
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000107 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000108
109 mVertexDataManager = NULL;
110 mIndexDataManager = NULL;
111 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000112
113 mMaxNullColorbufferLRU = 0;
114 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
115 {
116 mNullColorbufferCache[i].lruCount = 0;
117 mNullColorbufferCache[i].width = 0;
118 mNullColorbufferCache[i].height = 0;
119 mNullColorbufferCache[i].buffer = NULL;
120 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000121}
122
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000123Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000124{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000125 releaseDeviceResources();
126
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000127 if (mDevice)
128 {
129 // 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 +0000130 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000131 {
132 resetDevice();
133 }
134
135 mDevice->Release();
136 mDevice = NULL;
137 }
138
139 if (mDeviceEx)
140 {
141 mDeviceEx->Release();
142 mDeviceEx = NULL;
143 }
144
145 if (mD3d9)
146 {
147 mD3d9->Release();
148 mD3d9 = NULL;
149 }
150
151 if (mDeviceWindow)
152 {
153 DestroyWindow(mDeviceWindow);
154 mDeviceWindow = NULL;
155 }
156
157 if (mD3d9Ex)
158 {
159 mD3d9Ex->Release();
160 mD3d9Ex = NULL;
161 }
162
163 if (mD3d9Module)
164 {
165 mD3d9Module = NULL;
166 }
167
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000168 while (!mMultiSampleSupport.empty())
169 {
170 delete [] mMultiSampleSupport.begin()->second;
171 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
172 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000173}
174
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000175Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
176{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000177 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000178 return static_cast<rx::Renderer9*>(renderer);
179}
180
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000181EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000182{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000183 if (!initializeCompiler())
184 {
185 return EGL_NOT_INITIALIZED;
186 }
187
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000188 if (mSoftwareDevice)
189 {
190 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
191 }
192 else
193 {
194 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
195 }
196
197 if (mD3d9Module == NULL)
198 {
199 ERR("No D3D9 module found - aborting!\n");
200 return EGL_NOT_INITIALIZED;
201 }
202
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000203 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
204 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
205
206 // Use Direct3D9Ex if available. Among other things, this version is less
207 // inclined to report a lost context, for example when the user switches
208 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
209 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
210 {
211 ASSERT(mD3d9Ex);
212 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
213 ASSERT(mD3d9);
214 }
215 else
216 {
217 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
218 }
219
220 if (!mD3d9)
221 {
222 ERR("Could not create D3D9 device - aborting!\n");
223 return EGL_NOT_INITIALIZED;
224 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000225
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000226 if (mDc != NULL)
227 {
228 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
229 }
230
231 HRESULT result;
232
233 // Give up on getting device caps after about one second.
234 for (int i = 0; i < 10; ++i)
235 {
236 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
237 if (SUCCEEDED(result))
238 {
239 break;
240 }
241 else if (result == D3DERR_NOTAVAILABLE)
242 {
243 Sleep(100); // Give the driver some time to initialize/recover
244 }
245 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
246 {
247 ERR("failed to get device caps (0x%x)\n", result);
248 return EGL_NOT_INITIALIZED;
249 }
250 }
251
252 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
253 {
254 ERR("Renderer does not support PS 2.0. aborting!\n");
255 return EGL_NOT_INITIALIZED;
256 }
257
258 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
259 // This is required by Texture2D::convertToRenderTarget.
260 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
261 {
262 ERR("Renderer does not support stretctrect from textures!\n");
263 return EGL_NOT_INITIALIZED;
264 }
265
266 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
267
268 // ATI cards on XP have problems with non-power-of-two textures.
269 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
270 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
271 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
272 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
273
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000274 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
275 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
276
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000277 mMinSwapInterval = 4;
278 mMaxSwapInterval = 0;
279
280 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
281 {
282 mMinSwapInterval = std::min(mMinSwapInterval, 0);
283 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
284 }
285 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
286 {
287 mMinSwapInterval = std::min(mMinSwapInterval, 1);
288 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
289 }
290 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
291 {
292 mMinSwapInterval = std::min(mMinSwapInterval, 2);
293 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
294 }
295 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
296 {
297 mMinSwapInterval = std::min(mMinSwapInterval, 3);
298 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
299 }
300 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
301 {
302 mMinSwapInterval = std::min(mMinSwapInterval, 4);
303 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
304 }
305
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000306 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000307 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000308 {
309 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000310 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
311 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000312
313 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
314 {
315 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
316 {
317 max = j;
318 }
319 }
320 }
321
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000322 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000323 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000324 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000325 continue;
326
327 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000328 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
329 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000330
331 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
332 {
333 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
334 {
335 max = j;
336 }
337 }
338 }
339
340 mMaxSupportedSamples = max;
341
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000342 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
343 static const TCHAR className[] = TEXT("STATIC");
344
345 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
346
347 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
348 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
349
350 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
351 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
352 {
353 return EGL_BAD_ALLOC;
354 }
355
356 if (FAILED(result))
357 {
358 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
359
360 if (FAILED(result))
361 {
362 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
363 return EGL_BAD_ALLOC;
364 }
365 }
366
367 if (mD3d9Ex)
368 {
369 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
370 ASSERT(SUCCEEDED(result));
371 }
372
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000373 mVertexShaderCache.initialize(mDevice);
374 mPixelShaderCache.initialize(mDevice);
375
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000376 // Check occlusion query support
377 IDirect3DQuery9 *occlusionQuery = NULL;
378 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
379 {
380 occlusionQuery->Release();
381 mOcclusionQuerySupport = true;
382 }
383 else
384 {
385 mOcclusionQuerySupport = false;
386 }
387
388 // Check event query support
389 IDirect3DQuery9 *eventQuery = NULL;
390 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
391 {
392 eventQuery->Release();
393 mEventQuerySupport = true;
394 }
395 else
396 {
397 mEventQuerySupport = false;
398 }
399
400 D3DDISPLAYMODE currentDisplayMode;
401 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
402
403 // Check vertex texture support
404 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
405 // We test this using D3D9 by checking support for the R16F format.
406 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
407 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
408 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
409
410 // Check depth texture support
411 // we use INTZ for depth textures in Direct3D9
412 // we also want NULL texture support to ensure the we can make depth-only FBOs
413 // see http://aras-p.info/texts/D3D9GPUHacks.html
414 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
415 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
416 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
417 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
418
419 // Check 32 bit floating point texture support
420 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
421 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
423 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
424
425 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
426 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
427 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
428 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
429
430 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
431 {
432 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
433 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
434 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
435 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
436 }
437 else
438 {
439 mFloat32TextureSupport = true;
440 }
441
442 // Check 16 bit floating point texture support
443 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
444 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
445 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
446 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
447
448 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
449 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
450 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
451 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
452
453 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
454 {
455 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
456 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
457 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
458 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
459 }
460 else
461 {
462 mFloat16TextureSupport = true;
463 }
464
465 // Check DXT texture support
466 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
467 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
468 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
469
470 // Check luminance[alpha] texture support
471 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
472 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
473
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000474 initializeDevice();
475
476 return EGL_SUCCESS;
477}
478
479// do any one-time device initialization
480// NOTE: this is also needed after a device lost/reset
481// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000482void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000483{
484 // Permanent non-default states
485 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
486 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
487
488 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
489 {
490 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
491 }
492 else
493 {
494 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
495 }
496
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000497 markAllStateDirty();
498
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000499 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000500
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000501 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000502 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000503 mVertexDataManager = new rx::VertexDataManager(this);
504 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000505}
506
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000507D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000508{
509 D3DPRESENT_PARAMETERS presentParameters = {0};
510
511 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
512 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
513 presentParameters.BackBufferCount = 1;
514 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
515 presentParameters.BackBufferWidth = 1;
516 presentParameters.BackBufferHeight = 1;
517 presentParameters.EnableAutoDepthStencil = FALSE;
518 presentParameters.Flags = 0;
519 presentParameters.hDeviceWindow = mDeviceWindow;
520 presentParameters.MultiSampleQuality = 0;
521 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
522 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
523 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
524 presentParameters.Windowed = TRUE;
525
526 return presentParameters;
527}
528
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000529int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000530{
531 D3DDISPLAYMODE currentDisplayMode;
532 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
533
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000534 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
535 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000536 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
537 int numConfigs = 0;
538
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000539 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000540 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000541 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000542
543 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
544
545 if (SUCCEEDED(result))
546 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000547 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000548 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000549 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000550 HRESULT result = D3D_OK;
551
552 if(depthStencilFormat != D3DFMT_UNKNOWN)
553 {
554 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
555 }
556
557 if (SUCCEEDED(result))
558 {
559 if(depthStencilFormat != D3DFMT_UNKNOWN)
560 {
561 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
562 }
563
564 if (SUCCEEDED(result))
565 {
566 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000567 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
568 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000569 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
570 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
571
572 (*configDescList)[numConfigs++] = newConfig;
573 }
574 }
575 }
576 }
577 }
578
579 return numConfigs;
580}
581
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000582void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000583{
584 delete [] (configDescList);
585}
586
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000587void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000588{
589 if (!mSceneStarted)
590 {
591 long result = mDevice->BeginScene();
592 if (SUCCEEDED(result)) {
593 // This is defensive checking against the device being
594 // lost at unexpected times.
595 mSceneStarted = true;
596 }
597 }
598}
599
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000600void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000601{
602 if (mSceneStarted)
603 {
604 // EndScene can fail if the device was lost, for example due
605 // to a TDR during a draw call.
606 mDevice->EndScene();
607 mSceneStarted = false;
608 }
609}
610
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000611void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000612{
613 HRESULT result;
614
615 IDirect3DQuery9* query = allocateEventQuery();
616 if (!query)
617 {
618 return;
619 }
620
621 result = query->Issue(D3DISSUE_END);
622 ASSERT(SUCCEEDED(result));
623
624 do
625 {
626 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
627
628 if(block && result == S_FALSE)
629 {
630 // Keep polling, but allow other threads to do something useful first
631 Sleep(0);
632 // explicitly check for device loss
633 // some drivers seem to return S_FALSE even if the device is lost
634 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000635 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000636 {
637 result = D3DERR_DEVICELOST;
638 }
639 }
640 }
641 while(block && result == S_FALSE);
642
643 freeEventQuery(query);
644
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000645 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000646 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000647 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000648 }
649}
650
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000651SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
652{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000653 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000654}
655
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000656IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000657{
658 IDirect3DQuery9 *query = NULL;
659
660 if (mEventQueryPool.empty())
661 {
662 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
663 ASSERT(SUCCEEDED(result));
664 }
665 else
666 {
667 query = mEventQueryPool.back();
668 mEventQueryPool.pop_back();
669 }
670
671 return query;
672}
673
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000674void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000675{
676 if (mEventQueryPool.size() > 1000)
677 {
678 query->Release();
679 }
680 else
681 {
682 mEventQueryPool.push_back(query);
683 }
684}
685
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000686IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000687{
688 return mVertexShaderCache.create(function, length);
689}
690
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000691IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000692{
693 return mPixelShaderCache.create(function, length);
694}
695
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000696HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
697{
698 D3DPOOL Pool = getBufferPool(Usage);
699 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
700}
701
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000702VertexBuffer *Renderer9::createVertexBuffer()
703{
704 return new VertexBuffer9(this);
705}
706
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000707HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
708{
709 D3DPOOL Pool = getBufferPool(Usage);
710 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
711}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000712
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000713IndexBuffer *Renderer9::createIndexBuffer()
714{
715 return new IndexBuffer9(this);
716}
717
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000718BufferStorage *Renderer9::createBufferStorage()
719{
720 return new BufferStorage9();
721}
722
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000723QueryImpl *Renderer9::createQuery(GLenum type)
724{
725 return new Query9(this, type);
726}
727
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000728FenceImpl *Renderer9::createFence()
729{
730 return new Fence9(this);
731}
732
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000733void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000734{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000735 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
736 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000737
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000738 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000739 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000740 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
741 int d3dSampler = index + d3dSamplerOffset;
742
743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
744 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
745
746 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
747 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
748 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
749 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
751 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
752 if (mSupportsTextureFilterAnisotropy)
753 {
754 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
755 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000756 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000757
758 forceSetSamplers[index] = false;
759 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000760}
761
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000762void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000763{
764 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
765 int d3dSampler = index + d3dSamplerOffset;
766 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000767 unsigned int serial = 0;
768 bool forceSetTexture = false;
769
770 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000771
772 if (texture)
773 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000774 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000775 if (texStorage)
776 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000777 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000778 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000779 }
780 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000781 // in the texture class and we're unexpectedly missing the d3d texture
782 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000783
784 serial = texture->getTextureSerial();
785 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000786 }
787
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000788 if (forceSetTexture || appliedSerials[index] != serial)
789 {
790 mDevice->SetTexture(d3dSampler, d3dTexture);
791 }
792
793 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000794}
795
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000796void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000797{
798 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000799
800 if (rasterStateChanged)
801 {
802 // Set the cull mode
803 if (rasterState.cullFace)
804 {
805 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
806 }
807 else
808 {
809 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
810 }
811
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000812 if (rasterState.polygonOffsetFill)
813 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000814 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000815 {
816 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
817
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000818 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000819 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
820 }
821 }
822 else
823 {
824 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
825 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
826 }
827
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000828 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000829 }
830
831 mForceSetRasterState = false;
832}
833
834void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
835{
836 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
837 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
838 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
839
840 if (blendStateChanged || blendColorChanged)
841 {
842 if (blendState.blend)
843 {
844 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
845
846 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
847 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
848 {
849 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
850 }
851 else
852 {
853 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
854 gl::unorm<8>(blendColor.alpha),
855 gl::unorm<8>(blendColor.alpha),
856 gl::unorm<8>(blendColor.alpha)));
857 }
858
859 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
860 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
861 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
862
863 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
864 blendState.destBlendRGB != blendState.destBlendAlpha ||
865 blendState.blendEquationRGB != blendState.blendEquationAlpha)
866 {
867 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
868
869 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
870 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
871 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
872 }
873 else
874 {
875 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
876 }
877 }
878 else
879 {
880 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
881 }
882
883 if (blendState.sampleAlphaToCoverage)
884 {
885 FIXME("Sample alpha to coverage is unimplemented.");
886 }
887
888 // Set the color mask
889 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
890 // Apparently some ATI cards have a bug where a draw with a zero color
891 // write mask can cause later draws to have incorrect results. Instead,
892 // set a nonzero color write mask but modify the blend state so that no
893 // drawing is done.
894 // http://code.google.com/p/angleproject/issues/detail?id=169
895
896 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
897 blendState.colorMaskBlue, blendState.colorMaskAlpha);
898 if (colorMask == 0 && !zeroColorMaskAllowed)
899 {
900 // Enable green channel, but set blending so nothing will be drawn.
901 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
902 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
903
904 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
905 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
906 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
907 }
908 else
909 {
910 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
911 }
912
913 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
914
915 mCurBlendState = blendState;
916 mCurBlendColor = blendColor;
917 }
918
919 if (sampleMaskChanged)
920 {
921 // Set the multisample mask
922 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
923 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
924
925 mCurSampleMask = sampleMask;
926 }
927
928 mForceSetBlendState = false;
929}
930
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000931void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000932 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000933{
934 bool depthStencilStateChanged = mForceSetDepthStencilState ||
935 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000936 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
937 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000938 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000939
940 if (depthStencilStateChanged)
941 {
942 if (depthStencilState.depthTest)
943 {
944 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
945 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
946 }
947 else
948 {
949 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
950 }
951
952 mCurDepthStencilState = depthStencilState;
953 }
954
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000955 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000956 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000957 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000958 {
959 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
960 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
961
962 // FIXME: Unsupported by D3D9
963 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
964 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
965 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
966 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000967 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000968 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
969 {
970 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000971 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000972 }
973
974 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000975 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000976
977 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
978 depthStencilState.stencilWritemask);
979 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
980 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
981
982 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000983 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
985 depthStencilState.stencilMask);
986
987 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
988 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
989 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
990 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
991 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
992 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
993
994 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
995 depthStencilState.stencilBackWritemask);
996 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
997 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
998
999 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001000 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1002 depthStencilState.stencilBackMask);
1003
1004 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1005 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1006 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1007 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1008 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1009 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1010 }
1011 else
1012 {
1013 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1014 }
1015
1016 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1017
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001018 mCurStencilRef = stencilRef;
1019 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001021 }
1022
1023 mForceSetDepthStencilState = false;
1024}
1025
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001026void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001028 bool scissorChanged = mForceSetScissor ||
1029 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1030 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001031
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001032 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001033 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001034 if (enabled)
1035 {
1036 RECT rect;
1037 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1038 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1039 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1040 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1041 mDevice->SetScissorRect(&rect);
1042 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001043
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001044 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1045
1046 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001047 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001048 }
1049
1050 mForceSetScissor = false;
1051}
1052
daniel@transgaming.com12985182012-12-20 20:56:31 +00001053bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001054 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001055{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001056 gl::Rectangle actualViewport = viewport;
1057 float actualZNear = gl::clamp01(zNear);
1058 float actualZFar = gl::clamp01(zFar);
1059 if (ignoreViewport)
1060 {
1061 actualViewport.x = 0;
1062 actualViewport.y = 0;
1063 actualViewport.width = mRenderTargetDesc.width;
1064 actualViewport.height = mRenderTargetDesc.height;
1065 actualZNear = 0.0f;
1066 actualZFar = 1.0f;
1067 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001068
1069 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001070 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1071 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1072 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1073 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1074 dxViewport.MinZ = actualZNear;
1075 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001076
1077 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1078 {
1079 return false; // Nothing to render
1080 }
1081
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001082 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1083 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001084 if (viewportChanged)
1085 {
1086 mDevice->SetViewport(&dxViewport);
1087
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001088 mCurViewport = actualViewport;
1089 mCurNear = actualZNear;
1090 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001091
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001092 dx_VertexConstants vc = {0};
1093 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001094
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001095 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1096 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001097
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001098 pc.viewCoords[0] = actualViewport.width * 0.5f;
1099 pc.viewCoords[1] = actualViewport.height * 0.5f;
1100 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1101 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001102
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001103 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1104 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1105 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1106
1107 vc.depthRange[0] = actualZNear;
1108 vc.depthRange[1] = actualZFar;
1109 vc.depthRange[2] = actualZFar - actualZNear;
1110
1111 pc.depthRange[0] = actualZNear;
1112 pc.depthRange[1] = actualZFar;
1113 pc.depthRange[2] = actualZFar - actualZNear;
1114
1115 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1116 {
1117 mVertexConstants = vc;
1118 mDxUniformsDirty = true;
1119 }
1120
1121 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1122 {
1123 mPixelConstants = pc;
1124 mDxUniformsDirty = true;
1125 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001126 }
1127
1128 mForceSetViewport = false;
1129 return true;
1130}
1131
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001132bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1133{
1134 switch (mode)
1135 {
1136 case GL_POINTS:
1137 mPrimitiveType = D3DPT_POINTLIST;
1138 mPrimitiveCount = count;
1139 break;
1140 case GL_LINES:
1141 mPrimitiveType = D3DPT_LINELIST;
1142 mPrimitiveCount = count / 2;
1143 break;
1144 case GL_LINE_LOOP:
1145 mPrimitiveType = D3DPT_LINESTRIP;
1146 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1147 break;
1148 case GL_LINE_STRIP:
1149 mPrimitiveType = D3DPT_LINESTRIP;
1150 mPrimitiveCount = count - 1;
1151 break;
1152 case GL_TRIANGLES:
1153 mPrimitiveType = D3DPT_TRIANGLELIST;
1154 mPrimitiveCount = count / 3;
1155 break;
1156 case GL_TRIANGLE_STRIP:
1157 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1158 mPrimitiveCount = count - 2;
1159 break;
1160 case GL_TRIANGLE_FAN:
1161 mPrimitiveType = D3DPT_TRIANGLEFAN;
1162 mPrimitiveCount = count - 2;
1163 break;
1164 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001165 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001166 }
1167
1168 return mPrimitiveCount > 0;
1169}
1170
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001171
1172gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1173{
1174 if (!depthbuffer)
1175 {
1176 ERR("Unexpected null depthbuffer for depth-only FBO.");
1177 return NULL;
1178 }
1179
1180 GLsizei width = depthbuffer->getWidth();
1181 GLsizei height = depthbuffer->getHeight();
1182
1183 // search cached nullcolorbuffers
1184 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1185 {
1186 if (mNullColorbufferCache[i].buffer != NULL &&
1187 mNullColorbufferCache[i].width == width &&
1188 mNullColorbufferCache[i].height == height)
1189 {
1190 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1191 return mNullColorbufferCache[i].buffer;
1192 }
1193 }
1194
1195 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1196
1197 // add nullbuffer to the cache
1198 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1199 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1200 {
1201 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1202 {
1203 oldest = &mNullColorbufferCache[i];
1204 }
1205 }
1206
1207 delete oldest->buffer;
1208 oldest->buffer = nullbuffer;
1209 oldest->lruCount = ++mMaxNullColorbufferLRU;
1210 oldest->width = width;
1211 oldest->height = height;
1212
1213 return nullbuffer;
1214}
1215
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001216bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001217{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001218 // if there is no color attachment we must synthesize a NULL colorattachment
1219 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1220 gl::Renderbuffer *renderbufferObject = NULL;
1221 if (framebuffer->getColorbufferType() != GL_NONE)
1222 {
1223 renderbufferObject = framebuffer->getColorbuffer();
1224 }
1225 else
1226 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001227 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001228 }
1229 if (!renderbufferObject)
1230 {
1231 ERR("unable to locate renderbuffer for FBO.");
1232 return false;
1233 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001234
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001235 bool renderTargetChanged = false;
1236 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1237 if (renderTargetSerial != mAppliedRenderTargetSerial)
1238 {
1239 // Apply the render target on the device
1240 IDirect3DSurface9 *renderTargetSurface = NULL;
1241
1242 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1243 if (renderTarget)
1244 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001245 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001246 }
1247
1248 if (!renderTargetSurface)
1249 {
1250 ERR("render target pointer unexpectedly null.");
1251 return false; // Context must be lost
1252 }
1253
1254 mDevice->SetRenderTarget(0, renderTargetSurface);
1255 renderTargetSurface->Release();
1256
1257 mAppliedRenderTargetSerial = renderTargetSerial;
1258 renderTargetChanged = true;
1259 }
1260
1261 gl::Renderbuffer *depthStencil = NULL;
1262 unsigned int depthbufferSerial = 0;
1263 unsigned int stencilbufferSerial = 0;
1264 if (framebuffer->getDepthbufferType() != GL_NONE)
1265 {
1266 depthStencil = framebuffer->getDepthbuffer();
1267 if (!depthStencil)
1268 {
1269 ERR("Depth stencil pointer unexpectedly null.");
1270 return false;
1271 }
1272
1273 depthbufferSerial = depthStencil->getSerial();
1274 }
1275 else if (framebuffer->getStencilbufferType() != GL_NONE)
1276 {
1277 depthStencil = framebuffer->getStencilbuffer();
1278 if (!depthStencil)
1279 {
1280 ERR("Depth stencil pointer unexpectedly null.");
1281 return false;
1282 }
1283
1284 stencilbufferSerial = depthStencil->getSerial();
1285 }
1286
1287 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1288 stencilbufferSerial != mAppliedStencilbufferSerial ||
1289 !mDepthStencilInitialized)
1290 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001291 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001292 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001293
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001294 // Apply the depth stencil on the device
1295 if (depthStencil)
1296 {
1297 IDirect3DSurface9 *depthStencilSurface = NULL;
1298 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1299
1300 if (depthStencilRenderTarget)
1301 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001302 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001303 }
1304
1305 if (!depthStencilSurface)
1306 {
1307 ERR("depth stencil pointer unexpectedly null.");
1308 return false; // Context must be lost
1309 }
1310
1311 mDevice->SetDepthStencilSurface(depthStencilSurface);
1312 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001313
1314 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001315 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001316 }
1317 else
1318 {
1319 mDevice->SetDepthStencilSurface(NULL);
1320 }
1321
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001322 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1323 {
1324 mCurDepthSize = depthSize;
1325 mForceSetRasterState = true;
1326 }
1327
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001328 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1329 {
1330 mCurStencilSize = stencilSize;
1331 mForceSetDepthStencilState = true;
1332 }
1333
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001334 mAppliedDepthbufferSerial = depthbufferSerial;
1335 mAppliedStencilbufferSerial = stencilbufferSerial;
1336 mDepthStencilInitialized = true;
1337 }
1338
1339 if (renderTargetChanged || !mRenderTargetDescInitialized)
1340 {
1341 mForceSetScissor = true;
1342 mForceSetViewport = true;
1343
1344 mRenderTargetDesc.width = renderbufferObject->getWidth();
1345 mRenderTargetDesc.height = renderbufferObject->getHeight();
1346 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1347 mRenderTargetDescInitialized = true;
1348 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001349
1350 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001351}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001352
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001353GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001354{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001355 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001356 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1357 if (err != GL_NO_ERROR)
1358 {
1359 return err;
1360 }
1361
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001362 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1363}
1364
1365// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001366GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001367{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001368 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001369
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001370 if (err == GL_NO_ERROR)
1371 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001372 // Directly binding the storage buffer is not supported for d3d9
1373 ASSERT(indexInfo->storage == NULL);
1374
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001375 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001376 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001377 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1378
1379 mDevice->SetIndices(indexBuffer->getBuffer());
1380 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001381 }
1382 }
1383
1384 return err;
1385}
1386
1387void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1388{
1389 startScene();
1390
1391 if (mode == GL_LINE_LOOP)
1392 {
1393 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1394 }
1395 else if (instances > 0)
1396 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001397 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001398 if (countingIB)
1399 {
1400 if (mAppliedIBSerial != countingIB->getSerial())
1401 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001402 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1403
1404 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001405 mAppliedIBSerial = countingIB->getSerial();
1406 }
1407
1408 for (int i = 0; i < mRepeatDraw; i++)
1409 {
1410 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1411 }
1412 }
1413 else
1414 {
1415 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001416 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001417 }
1418 }
1419 else // Regular case
1420 {
1421 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1422 }
1423}
1424
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001425void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001426{
1427 startScene();
1428
1429 if (mode == GL_LINE_LOOP)
1430 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001431 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001432 }
1433 else
1434 {
1435 for (int i = 0; i < mRepeatDraw; i++)
1436 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001437 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1438 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001439 }
1440 }
1441}
1442
1443void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1444{
1445 // Get the raw indices for an indexed draw
1446 if (type != GL_NONE && elementArrayBuffer)
1447 {
1448 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001449 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001450 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001451 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001452 }
1453
1454 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001455
1456 if (get32BitIndexSupport())
1457 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001458 if (!mLineLoopIB)
1459 {
1460 mLineLoopIB = new StreamingIndexBufferInterface(this);
1461 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1462 {
1463 delete mLineLoopIB;
1464 mLineLoopIB = NULL;
1465
1466 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001467 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 }
1469 }
1470
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001471 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001473 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001474 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001475 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001476 }
1477
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001478 void* mappedMemory = NULL;
1479 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1480 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001481 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001482 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001483 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001484 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001485
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 startIndex = static_cast<UINT>(offset) / 4;
1487 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1488
1489 switch (type)
1490 {
1491 case GL_NONE: // Non-indexed draw
1492 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001493 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001494 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001495 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001496 data[count] = 0;
1497 break;
1498 case GL_UNSIGNED_BYTE:
1499 for (int i = 0; i < count; i++)
1500 {
1501 data[i] = static_cast<const GLubyte*>(indices)[i];
1502 }
1503 data[count] = static_cast<const GLubyte*>(indices)[0];
1504 break;
1505 case GL_UNSIGNED_SHORT:
1506 for (int i = 0; i < count; i++)
1507 {
1508 data[i] = static_cast<const GLushort*>(indices)[i];
1509 }
1510 data[count] = static_cast<const GLushort*>(indices)[0];
1511 break;
1512 case GL_UNSIGNED_INT:
1513 for (int i = 0; i < count; i++)
1514 {
1515 data[i] = static_cast<const GLuint*>(indices)[i];
1516 }
1517 data[count] = static_cast<const GLuint*>(indices)[0];
1518 break;
1519 default: UNREACHABLE();
1520 }
1521
1522 if (!mLineLoopIB->unmapBuffer())
1523 {
1524 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001525 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001526 }
1527 }
1528 else
1529 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001530 if (!mLineLoopIB)
1531 {
1532 mLineLoopIB = new StreamingIndexBufferInterface(this);
1533 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1534 {
1535 delete mLineLoopIB;
1536 mLineLoopIB = NULL;
1537
1538 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001539 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 }
1541 }
1542
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001543 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001545 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001546 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001547 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001548 }
1549
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 void* mappedMemory = NULL;
1551 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1552 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001553 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001555 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001557
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 startIndex = static_cast<UINT>(offset) / 2;
1559 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1560
1561 switch (type)
1562 {
1563 case GL_NONE: // Non-indexed draw
1564 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001565 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001566 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001567 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001568 data[count] = 0;
1569 break;
1570 case GL_UNSIGNED_BYTE:
1571 for (int i = 0; i < count; i++)
1572 {
1573 data[i] = static_cast<const GLubyte*>(indices)[i];
1574 }
1575 data[count] = static_cast<const GLubyte*>(indices)[0];
1576 break;
1577 case GL_UNSIGNED_SHORT:
1578 for (int i = 0; i < count; i++)
1579 {
1580 data[i] = static_cast<const GLushort*>(indices)[i];
1581 }
1582 data[count] = static_cast<const GLushort*>(indices)[0];
1583 break;
1584 case GL_UNSIGNED_INT:
1585 for (int i = 0; i < count; i++)
1586 {
1587 data[i] = static_cast<const GLuint*>(indices)[i];
1588 }
1589 data[count] = static_cast<const GLuint*>(indices)[0];
1590 break;
1591 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001592 }
1593
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001594 if (!mLineLoopIB->unmapBuffer())
1595 {
1596 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001597 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001598 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001599 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001600
1601 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001602 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001603 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1604
1605 mDevice->SetIndices(indexBuffer->getBuffer());
1606 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001607 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001608
1609 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001610}
1611
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001612void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1613{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001614 unsigned int programBinarySerial = programBinary->getSerial();
1615 if (programBinarySerial != mAppliedProgramBinarySerial)
1616 {
1617 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1618 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001619
daniel@transgaming.come4991412012-12-20 20:55:34 +00001620 IDirect3DVertexShader9 *vertexShader = NULL;
1621 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001622
daniel@transgaming.come4991412012-12-20 20:55:34 +00001623 IDirect3DPixelShader9 *pixelShader = NULL;
1624 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001625
daniel@transgaming.come4991412012-12-20 20:55:34 +00001626 mDevice->SetPixelShader(pixelShader);
1627 mDevice->SetVertexShader(vertexShader);
1628 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001629 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001630
1631 mAppliedProgramBinarySerial = programBinarySerial;
1632 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001633}
1634
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001635void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001636{
1637 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1638 {
1639 gl::Uniform *targetUniform = *ub;
1640
1641 if (targetUniform->dirty)
1642 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001643 GLfloat *f = (GLfloat*)targetUniform->data;
1644 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001645
1646 switch (targetUniform->type)
1647 {
1648 case GL_SAMPLER_2D:
1649 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001650 break;
1651 case GL_BOOL:
1652 case GL_BOOL_VEC2:
1653 case GL_BOOL_VEC3:
1654 case GL_BOOL_VEC4:
1655 applyUniformnbv(targetUniform, i);
1656 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001657 case GL_FLOAT:
1658 case GL_FLOAT_VEC2:
1659 case GL_FLOAT_VEC3:
1660 case GL_FLOAT_VEC4:
1661 case GL_FLOAT_MAT2:
1662 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001663 case GL_FLOAT_MAT4:
1664 applyUniformnfv(targetUniform, f);
1665 break;
1666 case GL_INT:
1667 case GL_INT_VEC2:
1668 case GL_INT_VEC3:
1669 case GL_INT_VEC4:
1670 applyUniformniv(targetUniform, i);
1671 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001672 default:
1673 UNREACHABLE();
1674 }
1675
1676 targetUniform->dirty = false;
1677 }
1678 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001679
1680 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001681 if (mDxUniformsDirty)
1682 {
1683 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1684 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1685 mDxUniformsDirty = false;
1686 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001687}
1688
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001689void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001690{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001691 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001692 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001693 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001694 }
1695
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001696 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001697 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001698 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001699 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001700}
1701
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001702void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001703{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001704 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1705 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001706
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001707 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001708 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001709 vector[i][0] = (GLfloat)v[4 * i + 0];
1710 vector[i][1] = (GLfloat)v[4 * i + 1];
1711 vector[i][2] = (GLfloat)v[4 * i + 2];
1712 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001713 }
1714
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001715 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001716}
1717
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001718void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001719{
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001720 ASSERT(targetUniform->registerCount <= D3D9_MAX_FLOAT_CONSTANTS);
1721 GLfloat vector[D3D9_MAX_FLOAT_CONSTANTS][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001722
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001723 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001724 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001725 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1726 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1727 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1728 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001729 }
1730
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001731 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001732}
1733
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001734void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001735{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001736 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1737 gl::unorm<8>(clearParams.colorClearValue.red),
1738 gl::unorm<8>(clearParams.colorClearValue.green),
1739 gl::unorm<8>(clearParams.colorClearValue.blue));
1740 float depth = gl::clamp01(clearParams.depthClearValue);
1741 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001742
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001743 unsigned int stencilUnmasked = 0x0;
1744 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1745 {
1746 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1747 stencilUnmasked = (0x1 << stencilSize) - 1;
1748 }
1749
1750 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1751
1752 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1753 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1754 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1755 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1756 clearParams.colorMaskBlue && alphaUnmasked);
1757
1758 if (needMaskedColorClear || needMaskedStencilClear)
1759 {
1760 // State which is altered in all paths from this point to the clear call is saved.
1761 // State which is altered in only some paths will be flagged dirty in the case that
1762 // that path is taken.
1763 HRESULT hr;
1764 if (mMaskedClearSavedState == NULL)
1765 {
1766 hr = mDevice->BeginStateBlock();
1767 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1768
1769 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1770 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1771 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1772 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1773 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1774 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1775 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1776 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1777 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1778 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1779 mDevice->SetPixelShader(NULL);
1780 mDevice->SetVertexShader(NULL);
1781 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1782 mDevice->SetStreamSource(0, NULL, 0, 0);
1783 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1784 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1785 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1786 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1787 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1788 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1789 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1790
1791 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1792 {
1793 mDevice->SetStreamSourceFreq(i, 1);
1794 }
1795
1796 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1797 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1798 }
1799
1800 ASSERT(mMaskedClearSavedState != NULL);
1801
1802 if (mMaskedClearSavedState != NULL)
1803 {
1804 hr = mMaskedClearSavedState->Capture();
1805 ASSERT(SUCCEEDED(hr));
1806 }
1807
1808 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1809 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1810 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1811 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1812 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1813 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1814 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1815 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1816
1817 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1818 {
1819 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1820 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1821 clearParams.colorMaskGreen,
1822 clearParams.colorMaskBlue,
1823 clearParams.colorMaskAlpha));
1824 }
1825 else
1826 {
1827 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1828 }
1829
1830 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1831 {
1832 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1833 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1834 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1835 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1836 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1837 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1838 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1839 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1840 }
1841 else
1842 {
1843 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1844 }
1845
1846 mDevice->SetPixelShader(NULL);
1847 mDevice->SetVertexShader(NULL);
1848 mDevice->SetFVF(D3DFVF_XYZRHW);
1849 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1850 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1851 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1852 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1853 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1854 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1855 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1856
1857 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1858 {
1859 mDevice->SetStreamSourceFreq(i, 1);
1860 }
1861
1862 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1863 quad[0][0] = -0.5f;
1864 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1865 quad[0][2] = 0.0f;
1866 quad[0][3] = 1.0f;
1867
1868 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1869 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1870 quad[1][2] = 0.0f;
1871 quad[1][3] = 1.0f;
1872
1873 quad[2][0] = -0.5f;
1874 quad[2][1] = -0.5f;
1875 quad[2][2] = 0.0f;
1876 quad[2][3] = 1.0f;
1877
1878 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1879 quad[3][1] = -0.5f;
1880 quad[3][2] = 0.0f;
1881 quad[3][3] = 1.0f;
1882
1883 startScene();
1884 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1885
1886 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1887 {
1888 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1889 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1890 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1891 }
1892
1893 if (mMaskedClearSavedState != NULL)
1894 {
1895 mMaskedClearSavedState->Apply();
1896 }
1897 }
1898 else if (clearParams.mask)
1899 {
1900 DWORD dxClearFlags = 0;
1901 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1902 {
1903 dxClearFlags |= D3DCLEAR_TARGET;
1904 }
1905 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1906 {
1907 dxClearFlags |= D3DCLEAR_ZBUFFER;
1908 }
1909 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1910 {
1911 dxClearFlags |= D3DCLEAR_STENCIL;
1912 }
1913
1914 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1915 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001916}
1917
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001918void Renderer9::markAllStateDirty()
1919{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001920 mAppliedRenderTargetSerial = 0;
1921 mAppliedDepthbufferSerial = 0;
1922 mAppliedStencilbufferSerial = 0;
1923 mDepthStencilInitialized = false;
1924 mRenderTargetDescInitialized = false;
1925
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001926 mForceSetDepthStencilState = true;
1927 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001928 mForceSetScissor = true;
1929 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001930 mForceSetBlendState = true;
1931
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001932 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001933 {
1934 mForceSetVertexSamplerStates[i] = true;
1935 mCurVertexTextureSerials[i] = 0;
1936 }
1937 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1938 {
1939 mForceSetPixelSamplerStates[i] = true;
1940 mCurPixelTextureSerials[i] = 0;
1941 }
1942
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001943 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001944 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001945 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001946
1947 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001948}
1949
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001950void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001951{
1952 while (!mEventQueryPool.empty())
1953 {
1954 mEventQueryPool.back()->Release();
1955 mEventQueryPool.pop_back();
1956 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001957
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001958 if (mMaskedClearSavedState)
1959 {
1960 mMaskedClearSavedState->Release();
1961 mMaskedClearSavedState = NULL;
1962 }
1963
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001964 mVertexShaderCache.clear();
1965 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001966
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001967 delete mBlit;
1968 mBlit = NULL;
1969
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001970 delete mVertexDataManager;
1971 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001972
1973 delete mIndexDataManager;
1974 mIndexDataManager = NULL;
1975
1976 delete mLineLoopIB;
1977 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001978
1979 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1980 {
1981 delete mNullColorbufferCache[i].buffer;
1982 mNullColorbufferCache[i].buffer = NULL;
1983 }
1984
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001985}
1986
1987
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001988void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001989{
1990 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001991 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001992}
1993
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001994bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001995{
1996 return mDeviceLost;
1997}
1998
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001999// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002000bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002001{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002002 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002003
2004 if (mDeviceEx)
2005 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002006 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002007 }
2008 else if (mDevice)
2009 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002010 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002011 }
2012 else
2013 {
2014 // No device yet, so no reset required
2015 }
2016
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002017 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2018
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002019 if (isLost)
2020 {
2021 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002022 // we'll probably get this done again by notifyDeviceLost
2023 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002024 // Note that we don't want to clear the device loss status here
2025 // -- this needs to be done by resetDevice
2026 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002027 if (notify)
2028 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002029 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002030 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002031 }
2032
2033 return isLost;
2034}
2035
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002036bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002037{
2038 HRESULT status = D3D_OK;
2039
2040 if (mDeviceEx)
2041 {
2042 status = mDeviceEx->CheckDeviceState(NULL);
2043 }
2044 else if (mDevice)
2045 {
2046 status = mDevice->TestCooperativeLevel();
2047 }
2048
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002049 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2050 // On some systems, they return S_PRESENT_MODE_CHANGED
2051 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002052 switch (status)
2053 {
2054 case D3DERR_DEVICENOTRESET:
2055 case D3DERR_DEVICEHUNG:
2056 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002057 case S_PRESENT_MODE_CHANGED:
2058 case D3DERR_DEVICELOST:
2059 return (mDeviceEx != NULL);
2060 case D3DERR_DEVICEREMOVED:
2061 UNIMPLEMENTED();
2062 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002063 default:
2064 return false;
2065 }
2066}
2067
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002068bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002069{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002070 releaseDeviceResources();
2071
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002072 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2073
2074 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002075 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002076 int attempts = 3;
2077
2078 while (lost && attempts > 0)
2079 {
2080 if (mDeviceEx)
2081 {
2082 Sleep(500); // Give the graphics driver some CPU time
2083 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2084 }
2085 else
2086 {
2087 result = mDevice->TestCooperativeLevel();
2088 while (result == D3DERR_DEVICELOST)
2089 {
2090 Sleep(100); // Give the graphics driver some CPU time
2091 result = mDevice->TestCooperativeLevel();
2092 }
2093
2094 if (result == D3DERR_DEVICENOTRESET)
2095 {
2096 result = mDevice->Reset(&presentParameters);
2097 }
2098 }
2099
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002100 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002101 attempts --;
2102 }
2103
2104 if (FAILED(result))
2105 {
2106 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2107 return false;
2108 }
2109
2110 // reset device defaults
2111 initializeDevice();
2112 mDeviceLost = false;
2113
2114 return true;
2115}
2116
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002117DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002118{
2119 return mAdapterIdentifier.VendorId;
2120}
2121
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002122std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002123{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002124 std::ostringstream rendererString;
2125
2126 rendererString << mAdapterIdentifier.Description;
2127 if (getShareHandleSupport())
2128 {
2129 rendererString << " Direct3D9Ex";
2130 }
2131 else
2132 {
2133 rendererString << " Direct3D9";
2134 }
2135
2136 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2137 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2138
2139 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002140}
2141
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002142GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002143{
2144 return mAdapterIdentifier.DeviceIdentifier;
2145}
2146
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002147void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002148{
2149 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2150 {
2151 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2152 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2153
2154 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2155 }
2156}
2157
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002158bool Renderer9::getBGRATextureSupport() const
2159{
2160 // DirectX 9 always supports BGRA
2161 return true;
2162}
2163
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002164bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002165{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002166 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002167}
2168
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002169bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002170{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002171 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002172}
2173
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002174bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002175{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002176 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002177}
2178
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002179bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002180{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002181 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002182}
2183
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002184bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002185{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002186 *filtering = mFloat32FilterSupport;
2187 *renderable = mFloat32RenderSupport;
2188 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002189}
2190
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002191bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002192{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002193 *filtering = mFloat16FilterSupport;
2194 *renderable = mFloat16RenderSupport;
2195 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002196}
2197
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002198bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002199{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002200 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201}
2202
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002203bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002205 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206}
2207
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002208bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002209{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002210 return mSupportsTextureFilterAnisotropy;
2211}
2212
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002213float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002214{
2215 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002216 {
2217 return mDeviceCaps.MaxAnisotropy;
2218 }
2219 return 1.0f;
2220}
2221
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002222bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002223{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002224 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002225}
2226
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002227unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002228{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002229 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2230 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002231}
2232
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002233unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2234{
2235 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2236}
2237
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002238int Renderer9::getMaxVertexUniformVectors() const
2239{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002240 return MAX_VERTEX_UNIFORM_VECTORS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002241}
2242
2243int Renderer9::getMaxFragmentUniformVectors() const
2244{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002245 return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002246}
2247
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002248int Renderer9::getMaxVaryingVectors() const
2249{
2250 return getMajorShaderModel() >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2251}
2252
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002253bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002254{
2255 return mSupportsNonPower2Textures;
2256}
2257
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002258bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002259{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002260 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002261}
2262
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002263bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002264{
2265 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2266}
2267
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002268bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002269{
2270 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002271 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002272}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002273
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002274bool Renderer9::getDerivativeInstructionSupport() const
2275{
2276 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2277}
2278
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002279bool Renderer9::getPostSubBufferSupport() const
2280{
2281 return true;
2282}
2283
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002284int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002285{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002286 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002287}
2288
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002289float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002290{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002291 // Point size clamped at 1.0f for SM2
2292 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002293}
2294
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002295int Renderer9::getMaxViewportDimension() const
2296{
2297 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2298 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2299 return maxTextureDimension;
2300}
2301
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002302int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002303{
2304 return (int)mDeviceCaps.MaxTextureWidth;
2305}
2306
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002307int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002308{
2309 return (int)mDeviceCaps.MaxTextureHeight;
2310}
2311
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002312bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002313{
2314 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2315}
2316
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002317DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002318{
2319 return mDeviceCaps.DeclTypes;
2320}
2321
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002322int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002323{
2324 return mMinSwapInterval;
2325}
2326
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002327int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002328{
2329 return mMaxSwapInterval;
2330}
2331
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002332int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002333{
2334 return mMaxSupportedSamples;
2335}
2336
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002337int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002338{
2339 if (requested == 0)
2340 {
2341 return requested;
2342 }
2343
2344 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2345 if (itr == mMultiSampleSupport.end())
2346 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002347 if (format == D3DFMT_UNKNOWN)
2348 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002349 return -1;
2350 }
2351
2352 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2353 {
2354 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2355 {
2356 return i;
2357 }
2358 }
2359
2360 return -1;
2361}
2362
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002363D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2364{
2365 switch (internalformat)
2366 {
2367 case GL_DEPTH_COMPONENT16:
2368 case GL_DEPTH_COMPONENT32_OES:
2369 case GL_DEPTH24_STENCIL8_OES:
2370 return D3DFMT_INTZ;
2371 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2372 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2373 return D3DFMT_DXT1;
2374 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2375 return D3DFMT_DXT3;
2376 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2377 return D3DFMT_DXT5;
2378 case GL_RGBA32F_EXT:
2379 case GL_RGB32F_EXT:
2380 case GL_ALPHA32F_EXT:
2381 case GL_LUMINANCE32F_EXT:
2382 case GL_LUMINANCE_ALPHA32F_EXT:
2383 return D3DFMT_A32B32G32R32F;
2384 case GL_RGBA16F_EXT:
2385 case GL_RGB16F_EXT:
2386 case GL_ALPHA16F_EXT:
2387 case GL_LUMINANCE16F_EXT:
2388 case GL_LUMINANCE_ALPHA16F_EXT:
2389 return D3DFMT_A16B16G16R16F;
2390 case GL_LUMINANCE8_EXT:
2391 if (getLuminanceTextureSupport())
2392 {
2393 return D3DFMT_L8;
2394 }
2395 break;
2396 case GL_LUMINANCE8_ALPHA8_EXT:
2397 if (getLuminanceAlphaTextureSupport())
2398 {
2399 return D3DFMT_A8L8;
2400 }
2401 break;
2402 case GL_RGB8_OES:
2403 case GL_RGB565:
2404 return D3DFMT_X8R8G8B8;
2405 }
2406
2407 return D3DFMT_A8R8G8B8;
2408}
2409
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002410bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002411{
2412 bool result = false;
2413
2414 if (source && dest)
2415 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002416 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2417 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002418
2419 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002420 for (int i = 0; i < levels; ++i)
2421 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002422 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2423 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002424
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002425 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002426
2427 if (srcSurf) srcSurf->Release();
2428 if (dstSurf) dstSurf->Release();
2429
2430 if (!result)
2431 return false;
2432 }
2433 }
2434
2435 return result;
2436}
2437
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002438bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002439{
2440 bool result = false;
2441
2442 if (source && dest)
2443 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002444 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2445 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002446 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002447 for (int f = 0; f < 6; f++)
2448 {
2449 for (int i = 0; i < levels; i++)
2450 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002451 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2452 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002453
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002454 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002455
2456 if (srcSurf) srcSurf->Release();
2457 if (dstSurf) dstSurf->Release();
2458
2459 if (!result)
2460 return false;
2461 }
2462 }
2463 }
2464
2465 return result;
2466}
2467
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002468D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002469{
2470 if (mD3d9Ex != NULL)
2471 {
2472 return D3DPOOL_DEFAULT;
2473 }
2474 else
2475 {
2476 if (!(usage & D3DUSAGE_DYNAMIC))
2477 {
2478 return D3DPOOL_MANAGED;
2479 }
2480 }
2481
2482 return D3DPOOL_DEFAULT;
2483}
2484
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002485bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002486 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002487{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002488 RECT rect;
2489 rect.left = sourceRect.x;
2490 rect.top = sourceRect.y;
2491 rect.right = sourceRect.x + sourceRect.width;
2492 rect.bottom = sourceRect.y + sourceRect.height;
2493
2494 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002495}
2496
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002497bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002498 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002499{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002500 RECT rect;
2501 rect.left = sourceRect.x;
2502 rect.top = sourceRect.y;
2503 rect.right = sourceRect.x + sourceRect.width;
2504 rect.bottom = sourceRect.y + sourceRect.height;
2505
2506 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002507}
2508
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002509bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002510 bool blitRenderTarget, bool blitDepthStencil)
2511{
2512 endScene();
2513
2514 if (blitRenderTarget)
2515 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002516 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2517 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2518 RenderTarget9 *readRenderTarget = NULL;
2519 RenderTarget9 *drawRenderTarget = NULL;
2520 IDirect3DSurface9* readSurface = NULL;
2521 IDirect3DSurface9* drawSurface = NULL;
2522
2523 if (readBuffer)
2524 {
2525 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2526 }
2527 if (drawBuffer)
2528 {
2529 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2530 }
2531
2532 if (readRenderTarget)
2533 {
2534 readSurface = readRenderTarget->getSurface();
2535 }
2536 if (drawRenderTarget)
2537 {
2538 drawSurface = drawRenderTarget->getSurface();
2539 }
2540
2541 if (!readSurface || !drawSurface)
2542 {
2543 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002544 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002545 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002546
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002547 RECT srcRect;
2548 srcRect.left = readRect.x;
2549 srcRect.right = readRect.x + readRect.width;
2550 srcRect.top = readRect.y;
2551 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002552
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002553 RECT dstRect;
2554 dstRect.left = drawRect.x;
2555 dstRect.right = drawRect.x + drawRect.width;
2556 dstRect.top = drawRect.y;
2557 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002558
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002559 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002560
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002561 readSurface->Release();
2562 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002563
2564 if (FAILED(result))
2565 {
2566 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2567 return false;
2568 }
2569 }
2570
2571 if (blitDepthStencil)
2572 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002573 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2574 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2575 RenderTarget9 *readDepthStencil = NULL;
2576 RenderTarget9 *drawDepthStencil = NULL;
2577 IDirect3DSurface9* readSurface = NULL;
2578 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002579
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002580 if (readBuffer)
2581 {
2582 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2583 }
2584 if (drawBuffer)
2585 {
2586 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2587 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002588
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002589 if (readDepthStencil)
2590 {
2591 readSurface = readDepthStencil->getSurface();
2592 }
2593 if (drawDepthStencil)
2594 {
2595 drawSurface = drawDepthStencil->getSurface();
2596 }
2597
2598 if (!readSurface || !drawSurface)
2599 {
2600 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002601 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002602 }
2603
2604 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2605
2606 readSurface->Release();
2607 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002608
2609 if (FAILED(result))
2610 {
2611 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2612 return false;
2613 }
2614 }
2615
2616 return true;
2617}
2618
2619void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2620 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2621{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002622 RenderTarget9 *renderTarget = NULL;
2623 IDirect3DSurface9 *surface = NULL;
2624 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2625
2626 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002627 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002628 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2629 }
2630
2631 if (renderTarget)
2632 {
2633 surface = renderTarget->getSurface();
2634 }
2635
2636 if (!surface)
2637 {
2638 // context must be lost
2639 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002640 }
2641
2642 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002643 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002644
2645 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2646 {
2647 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002648 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002649 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002650 }
2651
2652 HRESULT result;
2653 IDirect3DSurface9 *systemSurface = NULL;
2654 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2655 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2656 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2657 if (directToPixels)
2658 {
2659 // Use the pixels ptr as a shared handle to write directly into client's memory
2660 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2661 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2662 if (FAILED(result))
2663 {
2664 // Try again without the shared handle
2665 directToPixels = false;
2666 }
2667 }
2668
2669 if (!directToPixels)
2670 {
2671 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2672 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2673 if (FAILED(result))
2674 {
2675 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002676 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002677 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002678 }
2679 }
2680
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002681 result = mDevice->GetRenderTargetData(surface, systemSurface);
2682 surface->Release();
2683 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002684
2685 if (FAILED(result))
2686 {
2687 systemSurface->Release();
2688
2689 // It turns out that D3D will sometimes produce more error
2690 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002691 if (d3d9::isDeviceLostError(result))
2692 {
2693 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002694 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002695 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002696 else
2697 {
2698 UNREACHABLE();
2699 return;
2700 }
2701
2702 }
2703
2704 if (directToPixels)
2705 {
2706 systemSurface->Release();
2707 return;
2708 }
2709
2710 RECT rect;
2711 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2712 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2713 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2714 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2715
2716 D3DLOCKED_RECT lock;
2717 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2718
2719 if (FAILED(result))
2720 {
2721 UNREACHABLE();
2722 systemSurface->Release();
2723
2724 return; // No sensible error to generate
2725 }
2726
2727 unsigned char *dest = (unsigned char*)pixels;
2728 unsigned short *dest16 = (unsigned short*)pixels;
2729
2730 unsigned char *source;
2731 int inputPitch;
2732 if (packReverseRowOrder)
2733 {
2734 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2735 inputPitch = -lock.Pitch;
2736 }
2737 else
2738 {
2739 source = (unsigned char*)lock.pBits;
2740 inputPitch = lock.Pitch;
2741 }
2742
2743 unsigned int fastPixelSize = 0;
2744
2745 if (desc.Format == D3DFMT_A8R8G8B8 &&
2746 format == GL_BGRA_EXT &&
2747 type == GL_UNSIGNED_BYTE)
2748 {
2749 fastPixelSize = 4;
2750 }
2751 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2752 format == GL_BGRA_EXT &&
2753 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2754 (desc.Format == D3DFMT_A1R5G5B5 &&
2755 format == GL_BGRA_EXT &&
2756 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2757 {
2758 fastPixelSize = 2;
2759 }
2760 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2761 format == GL_RGBA &&
2762 type == GL_HALF_FLOAT_OES)
2763 {
2764 fastPixelSize = 8;
2765 }
2766 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2767 format == GL_RGBA &&
2768 type == GL_FLOAT)
2769 {
2770 fastPixelSize = 16;
2771 }
2772
2773 for (int j = 0; j < rect.bottom - rect.top; j++)
2774 {
2775 if (fastPixelSize != 0)
2776 {
2777 // Fast path for formats which require no translation:
2778 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2779 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2780 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2781 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2782 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2783 //
2784 // Note that buffers with no alpha go through the slow path below.
2785 memcpy(dest + j * outputPitch,
2786 source + j * inputPitch,
2787 (rect.right - rect.left) * fastPixelSize);
2788 continue;
2789 }
2790
2791 for (int i = 0; i < rect.right - rect.left; i++)
2792 {
2793 float r;
2794 float g;
2795 float b;
2796 float a;
2797
2798 switch (desc.Format)
2799 {
2800 case D3DFMT_R5G6B5:
2801 {
2802 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2803
2804 a = 1.0f;
2805 b = (rgb & 0x001F) * (1.0f / 0x001F);
2806 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2807 r = (rgb & 0xF800) * (1.0f / 0xF800);
2808 }
2809 break;
2810 case D3DFMT_A1R5G5B5:
2811 {
2812 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2813
2814 a = (argb & 0x8000) ? 1.0f : 0.0f;
2815 b = (argb & 0x001F) * (1.0f / 0x001F);
2816 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2817 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2818 }
2819 break;
2820 case D3DFMT_A8R8G8B8:
2821 {
2822 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2823
2824 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2825 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2826 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2827 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2828 }
2829 break;
2830 case D3DFMT_X8R8G8B8:
2831 {
2832 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2833
2834 a = 1.0f;
2835 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2836 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2837 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2838 }
2839 break;
2840 case D3DFMT_A2R10G10B10:
2841 {
2842 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2843
2844 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2845 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2846 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2847 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2848 }
2849 break;
2850 case D3DFMT_A32B32G32R32F:
2851 {
2852 // float formats in D3D are stored rgba, rather than the other way round
2853 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2854 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2855 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2856 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2857 }
2858 break;
2859 case D3DFMT_A16B16G16R16F:
2860 {
2861 // float formats in D3D are stored rgba, rather than the other way round
2862 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2863 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2864 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2865 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2866 }
2867 break;
2868 default:
2869 UNIMPLEMENTED(); // FIXME
2870 UNREACHABLE();
2871 return;
2872 }
2873
2874 switch (format)
2875 {
2876 case GL_RGBA:
2877 switch (type)
2878 {
2879 case GL_UNSIGNED_BYTE:
2880 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2881 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2882 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2883 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2884 break;
2885 default: UNREACHABLE();
2886 }
2887 break;
2888 case GL_BGRA_EXT:
2889 switch (type)
2890 {
2891 case GL_UNSIGNED_BYTE:
2892 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2893 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2894 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2895 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2896 break;
2897 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2898 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2899 // this type is packed as follows:
2900 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2901 // --------------------------------------------------------------------------------
2902 // | 4th | 3rd | 2nd | 1st component |
2903 // --------------------------------------------------------------------------------
2904 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2905 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2906 ((unsigned short)(15 * a + 0.5f) << 12)|
2907 ((unsigned short)(15 * r + 0.5f) << 8) |
2908 ((unsigned short)(15 * g + 0.5f) << 4) |
2909 ((unsigned short)(15 * b + 0.5f) << 0);
2910 break;
2911 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2912 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2913 // this type is packed as follows:
2914 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2915 // --------------------------------------------------------------------------------
2916 // | 4th | 3rd | 2nd | 1st component |
2917 // --------------------------------------------------------------------------------
2918 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2919 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2920 ((unsigned short)( a + 0.5f) << 15) |
2921 ((unsigned short)(31 * r + 0.5f) << 10) |
2922 ((unsigned short)(31 * g + 0.5f) << 5) |
2923 ((unsigned short)(31 * b + 0.5f) << 0);
2924 break;
2925 default: UNREACHABLE();
2926 }
2927 break;
2928 case GL_RGB:
2929 switch (type)
2930 {
2931 case GL_UNSIGNED_SHORT_5_6_5:
2932 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2933 ((unsigned short)(31 * b + 0.5f) << 0) |
2934 ((unsigned short)(63 * g + 0.5f) << 5) |
2935 ((unsigned short)(31 * r + 0.5f) << 11);
2936 break;
2937 case GL_UNSIGNED_BYTE:
2938 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2939 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2940 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2941 break;
2942 default: UNREACHABLE();
2943 }
2944 break;
2945 default: UNREACHABLE();
2946 }
2947 }
2948 }
2949
2950 systemSurface->UnlockRect();
2951
2952 systemSurface->Release();
2953}
2954
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002955RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2956{
2957 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2958 IDirect3DSurface9 *surface = NULL;
2959 if (depth)
2960 {
2961 surface = swapChain9->getDepthStencil();
2962 }
2963 else
2964 {
2965 surface = swapChain9->getRenderTarget();
2966 }
2967
2968 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2969
2970 return renderTarget;
2971}
2972
2973RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2974{
2975 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2976 return renderTarget;
2977}
2978
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002979ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002980{
2981 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002982
2983 switch (type)
2984 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002985 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002986 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002987 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002988 if (vshader)
2989 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002990 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002991 }
2992 }
2993 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002994 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00002995 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002996 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00002997 if (pshader)
2998 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002999 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003000 }
3001 }
3002 break;
3003 default:
3004 UNREACHABLE();
3005 break;
3006 }
3007
3008 return executable;
3009}
3010
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003011ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003012{
3013 const char *profile = NULL;
3014
3015 switch (type)
3016 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003017 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003018 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3019 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003020 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003021 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3022 break;
3023 default:
3024 UNREACHABLE();
3025 return NULL;
3026 }
3027
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003028 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003029 if (!binary)
3030 return NULL;
3031
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003032 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003033 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003034
3035 return executable;
3036}
3037
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003038bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3039{
3040 return mBlit->boxFilter(source, dest);
3041}
3042
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003043D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003044{
3045 if (mD3d9Ex != NULL)
3046 {
3047 return D3DPOOL_DEFAULT;
3048 }
3049 else
3050 {
3051 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3052 {
3053 return D3DPOOL_MANAGED;
3054 }
3055 }
3056
3057 return D3DPOOL_DEFAULT;
3058}
3059
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003060bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3061{
3062 if (source && dest)
3063 {
3064 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003065
3066 if (fromManaged)
3067 {
3068 D3DSURFACE_DESC desc;
3069 source->GetDesc(&desc);
3070
3071 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003072 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003073
3074 if (SUCCEEDED(result))
3075 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003076 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003077 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003078 surf->Release();
3079 }
3080 }
3081 else
3082 {
3083 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003084 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003085 }
3086
3087 if (FAILED(result))
3088 {
3089 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3090 return false;
3091 }
3092 }
3093
3094 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003095}
3096
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003097Image *Renderer9::createImage()
3098{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003099 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003100}
3101
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003102void Renderer9::generateMipmap(Image *dest, Image *src)
3103{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003104 Image9 *src9 = Image9::makeImage9(src);
3105 Image9 *dst9 = Image9::makeImage9(dest);
3106 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003107}
3108
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003109TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3110{
3111 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3112 return new TextureStorage9_2D(this, swapChain9);
3113}
3114
3115TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3116{
3117 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3118}
3119
3120TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3121{
3122 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3123}
3124
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003125}