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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00008// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000011#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000012#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000013#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000014#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000016#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000017#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000018#include "libGLESv2/renderer/renderer9_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils9.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000020#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000021#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000022#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000023#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000024#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000025#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000026#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000027#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000028#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000029#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000030#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000031
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000032#include "libEGL/Display.h"
33
daniel@transgaming.com621ce052012-10-31 17:52:29 +000034// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
35#define REF_RAST 0
36
37// The "Debug This Pixel..." feature in PIX often fails when using the
38// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
39// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
40#if !defined(ANGLE_ENABLE_D3D9EX)
41// Enables use of the IDirect3D9Ex interface, when available
42#define ANGLE_ENABLE_D3D9EX 1
43#endif // !defined(ANGLE_ENABLE_D3D9EX)
44
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000045#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
46#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
47#endif
48
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000049const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
50const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
51
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000052namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000053{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000054static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000055 {
56 D3DFMT_A1R5G5B5,
57 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
58 D3DFMT_A8R8G8B8,
59 D3DFMT_R5G6B5,
60 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
61 D3DFMT_X8R8G8B8
62 };
63
daniel@transgaming.com222ee082012-11-28 19:31:49 +000064static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000065 {
66 D3DFMT_UNKNOWN,
67 // D3DFMT_D16_LOCKABLE,
68 D3DFMT_D32,
69 // D3DFMT_D15S1,
70 D3DFMT_D24S8,
71 D3DFMT_D24X8,
72 // D3DFMT_D24X4S4,
73 D3DFMT_D16,
74 // D3DFMT_D32F_LOCKABLE,
75 // D3DFMT_D24FS8
76 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000077
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000078enum
79{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000080 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
81 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
82 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
83 MAX_VARYING_VECTORS_SM2 = 8,
84 MAX_VARYING_VECTORS_SM3 = 10,
85
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000086 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
87};
88
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000089Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000090{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000091 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000092
93 mD3d9 = NULL;
94 mD3d9Ex = NULL;
95 mDevice = NULL;
96 mDeviceEx = NULL;
97 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000098 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000099
100 mAdapter = D3DADAPTER_DEFAULT;
101
102 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
103 mDeviceType = D3DDEVTYPE_REF;
104 #else
105 mDeviceType = D3DDEVTYPE_HAL;
106 #endif
107
108 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000109
110 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000111
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000112 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000113
114 mVertexDataManager = NULL;
115 mIndexDataManager = NULL;
116 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000117
118 mMaxNullColorbufferLRU = 0;
119 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
120 {
121 mNullColorbufferCache[i].lruCount = 0;
122 mNullColorbufferCache[i].width = 0;
123 mNullColorbufferCache[i].height = 0;
124 mNullColorbufferCache[i].buffer = NULL;
125 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000126}
127
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000128Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000129{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000130 releaseDeviceResources();
131
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000132 if (mDevice)
133 {
134 // 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 +0000135 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000136 {
137 resetDevice();
138 }
139
140 mDevice->Release();
141 mDevice = NULL;
142 }
143
144 if (mDeviceEx)
145 {
146 mDeviceEx->Release();
147 mDeviceEx = NULL;
148 }
149
150 if (mD3d9)
151 {
152 mD3d9->Release();
153 mD3d9 = NULL;
154 }
155
156 if (mDeviceWindow)
157 {
158 DestroyWindow(mDeviceWindow);
159 mDeviceWindow = NULL;
160 }
161
162 if (mD3d9Ex)
163 {
164 mD3d9Ex->Release();
165 mD3d9Ex = NULL;
166 }
167
168 if (mD3d9Module)
169 {
170 mD3d9Module = NULL;
171 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000172}
173
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000174Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
175{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000176 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000177 return static_cast<rx::Renderer9*>(renderer);
178}
179
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000180EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000181{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000182 if (!initializeCompiler())
183 {
184 return EGL_NOT_INITIALIZED;
185 }
186
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000187 if (mSoftwareDevice)
188 {
189 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
190 }
191 else
192 {
193 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
194 }
195
196 if (mD3d9Module == NULL)
197 {
198 ERR("No D3D9 module found - aborting!\n");
199 return EGL_NOT_INITIALIZED;
200 }
201
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000202 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
203 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
204
205 // Use Direct3D9Ex if available. Among other things, this version is less
206 // inclined to report a lost context, for example when the user switches
207 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
208 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
209 {
210 ASSERT(mD3d9Ex);
211 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
212 ASSERT(mD3d9);
213 }
214 else
215 {
216 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
217 }
218
219 if (!mD3d9)
220 {
221 ERR("Could not create D3D9 device - aborting!\n");
222 return EGL_NOT_INITIALIZED;
223 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000224
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000225 if (mDc != NULL)
226 {
227 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
228 }
229
230 HRESULT result;
231
232 // Give up on getting device caps after about one second.
233 for (int i = 0; i < 10; ++i)
234 {
235 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
236 if (SUCCEEDED(result))
237 {
238 break;
239 }
240 else if (result == D3DERR_NOTAVAILABLE)
241 {
242 Sleep(100); // Give the driver some time to initialize/recover
243 }
244 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
245 {
246 ERR("failed to get device caps (0x%x)\n", result);
247 return EGL_NOT_INITIALIZED;
248 }
249 }
250
251 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
252 {
253 ERR("Renderer does not support PS 2.0. aborting!\n");
254 return EGL_NOT_INITIALIZED;
255 }
256
257 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
258 // This is required by Texture2D::convertToRenderTarget.
259 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
260 {
261 ERR("Renderer does not support stretctrect from textures!\n");
262 return EGL_NOT_INITIALIZED;
263 }
264
265 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
266
267 // ATI cards on XP have problems with non-power-of-two textures.
268 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
269 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
270 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
271 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
272
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000273 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
274 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
275
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000276 mMinSwapInterval = 4;
277 mMaxSwapInterval = 0;
278
279 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
280 {
281 mMinSwapInterval = std::min(mMinSwapInterval, 0);
282 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
283 }
284 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
285 {
286 mMinSwapInterval = std::min(mMinSwapInterval, 1);
287 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
288 }
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 2);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 3);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 4);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
303 }
304
Geoff Lang61e49a52013-05-29 10:22:58 -0400305 mMaxSupportedSamples = 0;
306
307 const d3d9::D3DFormatSet &d3d9Formats = d3d9::GetAllUsedD3DFormats();
308 for (d3d9::D3DFormatSet::const_iterator i = d3d9Formats.begin(); i != d3d9Formats.end(); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000309 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400310 MultisampleSupportInfo support = getMultiSampleSupport(*i);
311 mMultiSampleSupport[*i] = support;
312 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
daniel@transgaming.com92955622012-10-31 18:38:41 +0000313 }
314
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000315 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
316 static const TCHAR className[] = TEXT("STATIC");
317
318 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
319
320 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
321 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
322
323 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
324 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
325 {
326 return EGL_BAD_ALLOC;
327 }
328
329 if (FAILED(result))
330 {
331 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
332
333 if (FAILED(result))
334 {
335 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
336 return EGL_BAD_ALLOC;
337 }
338 }
339
340 if (mD3d9Ex)
341 {
342 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
343 ASSERT(SUCCEEDED(result));
344 }
345
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000346 mVertexShaderCache.initialize(mDevice);
347 mPixelShaderCache.initialize(mDevice);
348
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000349 // Check occlusion query support
350 IDirect3DQuery9 *occlusionQuery = NULL;
351 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
352 {
353 occlusionQuery->Release();
354 mOcclusionQuerySupport = true;
355 }
356 else
357 {
358 mOcclusionQuerySupport = false;
359 }
360
361 // Check event query support
362 IDirect3DQuery9 *eventQuery = NULL;
363 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
364 {
365 eventQuery->Release();
366 mEventQuerySupport = true;
367 }
368 else
369 {
370 mEventQuerySupport = false;
371 }
372
373 D3DDISPLAYMODE currentDisplayMode;
374 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
375
376 // Check vertex texture support
377 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
378 // We test this using D3D9 by checking support for the R16F format.
379 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
380 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
381 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
382
Geoff Langd42cf4e2013-06-05 16:09:17 -0400383 // Check RGB565 texture support
384 mRGB565TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
385 D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R5G6B5));
386
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000387 // Check depth texture support
388 // we use INTZ for depth textures in Direct3D9
389 // we also want NULL texture support to ensure the we can make depth-only FBOs
390 // see http://aras-p.info/texts/D3D9GPUHacks.html
391 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
392 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
393 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
394 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
395
396 // Check 32 bit floating point texture support
397 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
398 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
399 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
400 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
401
402 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
403 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
404 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
405 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
406
407 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
408 {
409 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
410 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
411 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
412 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
413 }
414 else
415 {
416 mFloat32TextureSupport = true;
417 }
418
419 // Check 16 bit floating point texture support
420 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
421 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
423 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
424
425 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
426 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
427 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
428 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
429
430 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
431 {
432 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
433 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
434 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
435 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
436 }
437 else
438 {
439 mFloat16TextureSupport = true;
440 }
441
442 // Check DXT texture support
443 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
444 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
445 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
446
447 // Check luminance[alpha] texture support
448 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
449 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
450
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000451 initializeDevice();
452
453 return EGL_SUCCESS;
454}
455
456// do any one-time device initialization
457// NOTE: this is also needed after a device lost/reset
458// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000459void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000460{
461 // Permanent non-default states
462 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
463 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
464
465 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
466 {
467 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
468 }
469 else
470 {
471 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
472 }
473
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000474 markAllStateDirty();
475
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000476 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000477
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000478 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000479 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000480 mVertexDataManager = new rx::VertexDataManager(this);
481 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000482}
483
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000484D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000485{
486 D3DPRESENT_PARAMETERS presentParameters = {0};
487
488 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
489 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
490 presentParameters.BackBufferCount = 1;
491 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
492 presentParameters.BackBufferWidth = 1;
493 presentParameters.BackBufferHeight = 1;
494 presentParameters.EnableAutoDepthStencil = FALSE;
495 presentParameters.Flags = 0;
496 presentParameters.hDeviceWindow = mDeviceWindow;
497 presentParameters.MultiSampleQuality = 0;
498 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
499 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
500 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
501 presentParameters.Windowed = TRUE;
502
503 return presentParameters;
504}
505
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000506int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000507{
508 D3DDISPLAYMODE currentDisplayMode;
509 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
510
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000511 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
512 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000513 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
514 int numConfigs = 0;
515
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000516 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000517 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000518 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000519
520 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
521
522 if (SUCCEEDED(result))
523 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000524 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000525 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000526 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000527 HRESULT result = D3D_OK;
528
529 if(depthStencilFormat != D3DFMT_UNKNOWN)
530 {
531 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
532 }
533
534 if (SUCCEEDED(result))
535 {
536 if(depthStencilFormat != D3DFMT_UNKNOWN)
537 {
538 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
539 }
540
541 if (SUCCEEDED(result))
542 {
543 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000544 newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat);
545 newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000546 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
547 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000548 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000549
550 (*configDescList)[numConfigs++] = newConfig;
551 }
552 }
553 }
554 }
555 }
556
557 return numConfigs;
558}
559
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000560void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000561{
562 delete [] (configDescList);
563}
564
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000565void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000566{
567 if (!mSceneStarted)
568 {
569 long result = mDevice->BeginScene();
570 if (SUCCEEDED(result)) {
571 // This is defensive checking against the device being
572 // lost at unexpected times.
573 mSceneStarted = true;
574 }
575 }
576}
577
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000578void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000579{
580 if (mSceneStarted)
581 {
582 // EndScene can fail if the device was lost, for example due
583 // to a TDR during a draw call.
584 mDevice->EndScene();
585 mSceneStarted = false;
586 }
587}
588
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000589void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000590{
591 HRESULT result;
592
593 IDirect3DQuery9* query = allocateEventQuery();
594 if (!query)
595 {
596 return;
597 }
598
599 result = query->Issue(D3DISSUE_END);
600 ASSERT(SUCCEEDED(result));
601
602 do
603 {
604 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
605
606 if(block && result == S_FALSE)
607 {
608 // Keep polling, but allow other threads to do something useful first
609 Sleep(0);
610 // explicitly check for device loss
611 // some drivers seem to return S_FALSE even if the device is lost
612 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000613 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000614 {
615 result = D3DERR_DEVICELOST;
616 }
617 }
618 }
619 while(block && result == S_FALSE);
620
621 freeEventQuery(query);
622
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000623 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000624 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000625 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000626 }
627}
628
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000629SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
630{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000631 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000632}
633
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000634IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000635{
636 IDirect3DQuery9 *query = NULL;
637
638 if (mEventQueryPool.empty())
639 {
640 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
641 ASSERT(SUCCEEDED(result));
642 }
643 else
644 {
645 query = mEventQueryPool.back();
646 mEventQueryPool.pop_back();
647 }
648
649 return query;
650}
651
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000652void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000653{
654 if (mEventQueryPool.size() > 1000)
655 {
656 query->Release();
657 }
658 else
659 {
660 mEventQueryPool.push_back(query);
661 }
662}
663
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000664IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000665{
666 return mVertexShaderCache.create(function, length);
667}
668
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000669IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000670{
671 return mPixelShaderCache.create(function, length);
672}
673
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000674HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
675{
676 D3DPOOL Pool = getBufferPool(Usage);
677 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
678}
679
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000680VertexBuffer *Renderer9::createVertexBuffer()
681{
682 return new VertexBuffer9(this);
683}
684
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000685HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
686{
687 D3DPOOL Pool = getBufferPool(Usage);
688 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
689}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000690
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000691IndexBuffer *Renderer9::createIndexBuffer()
692{
693 return new IndexBuffer9(this);
694}
695
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000696BufferStorage *Renderer9::createBufferStorage()
697{
698 return new BufferStorage9();
699}
700
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000701QueryImpl *Renderer9::createQuery(GLenum type)
702{
703 return new Query9(this, type);
704}
705
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000706FenceImpl *Renderer9::createFence()
707{
708 return new Fence9(this);
709}
710
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000711void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000712{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000713 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
714 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000715
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000716 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000717 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000718 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
719 int d3dSampler = index + d3dSamplerOffset;
720
721 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
722 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
723
724 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
725 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
726 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
727 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
728 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
729 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
730 if (mSupportsTextureFilterAnisotropy)
731 {
732 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
733 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000734 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000735
736 forceSetSamplers[index] = false;
737 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000738}
739
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000740void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000741{
742 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
743 int d3dSampler = index + d3dSamplerOffset;
744 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000745 unsigned int serial = 0;
746 bool forceSetTexture = false;
747
748 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000749
750 if (texture)
751 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000752 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000753 if (texStorage)
754 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000755 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000756 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000757 }
758 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000759 // in the texture class and we're unexpectedly missing the d3d texture
760 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000761
762 serial = texture->getTextureSerial();
763 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000764 }
765
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000766 if (forceSetTexture || appliedSerials[index] != serial)
767 {
768 mDevice->SetTexture(d3dSampler, d3dTexture);
769 }
770
771 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000772}
773
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000774bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[])
775{
776 // No effect in ES2/D3D9
777 return true;
778}
779
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000780void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000781{
782 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000783
784 if (rasterStateChanged)
785 {
786 // Set the cull mode
787 if (rasterState.cullFace)
788 {
789 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
790 }
791 else
792 {
793 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
794 }
795
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000796 if (rasterState.polygonOffsetFill)
797 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000798 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000799 {
800 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
801
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000802 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000803 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
804 }
805 }
806 else
807 {
808 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
809 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
810 }
811
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000812 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000813 }
814
815 mForceSetRasterState = false;
816}
817
818void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
819{
820 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
821 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
822 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
823
824 if (blendStateChanged || blendColorChanged)
825 {
826 if (blendState.blend)
827 {
828 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
829
830 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
831 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
832 {
833 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
834 }
835 else
836 {
837 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
838 gl::unorm<8>(blendColor.alpha),
839 gl::unorm<8>(blendColor.alpha),
840 gl::unorm<8>(blendColor.alpha)));
841 }
842
843 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
844 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
845 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
846
847 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
848 blendState.destBlendRGB != blendState.destBlendAlpha ||
849 blendState.blendEquationRGB != blendState.blendEquationAlpha)
850 {
851 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
852
853 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
854 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
855 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
856 }
857 else
858 {
859 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
860 }
861 }
862 else
863 {
864 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
865 }
866
867 if (blendState.sampleAlphaToCoverage)
868 {
869 FIXME("Sample alpha to coverage is unimplemented.");
870 }
871
872 // Set the color mask
873 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
874 // Apparently some ATI cards have a bug where a draw with a zero color
875 // write mask can cause later draws to have incorrect results. Instead,
876 // set a nonzero color write mask but modify the blend state so that no
877 // drawing is done.
878 // http://code.google.com/p/angleproject/issues/detail?id=169
879
880 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
881 blendState.colorMaskBlue, blendState.colorMaskAlpha);
882 if (colorMask == 0 && !zeroColorMaskAllowed)
883 {
884 // Enable green channel, but set blending so nothing will be drawn.
885 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
886 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
887
888 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
889 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
890 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
891 }
892 else
893 {
894 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
895 }
896
897 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
898
899 mCurBlendState = blendState;
900 mCurBlendColor = blendColor;
901 }
902
903 if (sampleMaskChanged)
904 {
905 // Set the multisample mask
906 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
907 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
908
909 mCurSampleMask = sampleMask;
910 }
911
912 mForceSetBlendState = false;
913}
914
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000915void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000916 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000917{
918 bool depthStencilStateChanged = mForceSetDepthStencilState ||
919 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000920 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
921 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000922 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000923
924 if (depthStencilStateChanged)
925 {
926 if (depthStencilState.depthTest)
927 {
928 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
929 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
930 }
931 else
932 {
933 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
934 }
935
936 mCurDepthStencilState = depthStencilState;
937 }
938
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000939 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000940 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000941 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000942 {
943 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
944 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
945
946 // FIXME: Unsupported by D3D9
947 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
948 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
949 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
950 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000951 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000952 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
953 {
954 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 +0000955 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000956 }
957
958 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000959 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000960
961 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
962 depthStencilState.stencilWritemask);
963 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
964 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
965
966 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000967 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000968 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
969 depthStencilState.stencilMask);
970
971 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
972 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
973 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
974 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
975 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
976 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
977
978 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
979 depthStencilState.stencilBackWritemask);
980 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
981 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
982
983 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000984 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000985 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
986 depthStencilState.stencilBackMask);
987
988 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
989 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
990 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
991 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
992 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
993 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
994 }
995 else
996 {
997 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
998 }
999
1000 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1001
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001002 mCurStencilRef = stencilRef;
1003 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001004 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001005 }
1006
1007 mForceSetDepthStencilState = false;
1008}
1009
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001010void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001011{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001012 bool scissorChanged = mForceSetScissor ||
1013 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1014 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001015
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001016 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001017 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001018 if (enabled)
1019 {
1020 RECT rect;
1021 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1022 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1023 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1024 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1025 mDevice->SetScissorRect(&rect);
1026 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001028 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1029
1030 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001031 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001032 }
1033
1034 mForceSetScissor = false;
1035}
1036
daniel@transgaming.com12985182012-12-20 20:56:31 +00001037bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001038 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001039{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001040 gl::Rectangle actualViewport = viewport;
1041 float actualZNear = gl::clamp01(zNear);
1042 float actualZFar = gl::clamp01(zFar);
1043 if (ignoreViewport)
1044 {
1045 actualViewport.x = 0;
1046 actualViewport.y = 0;
1047 actualViewport.width = mRenderTargetDesc.width;
1048 actualViewport.height = mRenderTargetDesc.height;
1049 actualZNear = 0.0f;
1050 actualZFar = 1.0f;
1051 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001052
1053 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001054 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1055 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1056 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1057 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1058 dxViewport.MinZ = actualZNear;
1059 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001060
1061 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1062 {
1063 return false; // Nothing to render
1064 }
1065
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001066 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1067 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001068 if (viewportChanged)
1069 {
1070 mDevice->SetViewport(&dxViewport);
1071
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001072 mCurViewport = actualViewport;
1073 mCurNear = actualZNear;
1074 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001075
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001076 dx_VertexConstants vc = {0};
1077 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001078
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001079 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1080 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1081 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1082 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001083
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001084 pc.viewCoords[0] = actualViewport.width * 0.5f;
1085 pc.viewCoords[1] = actualViewport.height * 0.5f;
1086 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1087 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001088
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001089 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1090 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1091 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1092
1093 vc.depthRange[0] = actualZNear;
1094 vc.depthRange[1] = actualZFar;
1095 vc.depthRange[2] = actualZFar - actualZNear;
1096
1097 pc.depthRange[0] = actualZNear;
1098 pc.depthRange[1] = actualZFar;
1099 pc.depthRange[2] = actualZFar - actualZNear;
1100
1101 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1102 {
1103 mVertexConstants = vc;
1104 mDxUniformsDirty = true;
1105 }
1106
1107 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1108 {
1109 mPixelConstants = pc;
1110 mDxUniformsDirty = true;
1111 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001112 }
1113
1114 mForceSetViewport = false;
1115 return true;
1116}
1117
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001118bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1119{
1120 switch (mode)
1121 {
1122 case GL_POINTS:
1123 mPrimitiveType = D3DPT_POINTLIST;
1124 mPrimitiveCount = count;
1125 break;
1126 case GL_LINES:
1127 mPrimitiveType = D3DPT_LINELIST;
1128 mPrimitiveCount = count / 2;
1129 break;
1130 case GL_LINE_LOOP:
1131 mPrimitiveType = D3DPT_LINESTRIP;
1132 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1133 break;
1134 case GL_LINE_STRIP:
1135 mPrimitiveType = D3DPT_LINESTRIP;
1136 mPrimitiveCount = count - 1;
1137 break;
1138 case GL_TRIANGLES:
1139 mPrimitiveType = D3DPT_TRIANGLELIST;
1140 mPrimitiveCount = count / 3;
1141 break;
1142 case GL_TRIANGLE_STRIP:
1143 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1144 mPrimitiveCount = count - 2;
1145 break;
1146 case GL_TRIANGLE_FAN:
1147 mPrimitiveType = D3DPT_TRIANGLEFAN;
1148 mPrimitiveCount = count - 2;
1149 break;
1150 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001151 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001152 }
1153
1154 return mPrimitiveCount > 0;
1155}
1156
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001157
1158gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1159{
1160 if (!depthbuffer)
1161 {
1162 ERR("Unexpected null depthbuffer for depth-only FBO.");
1163 return NULL;
1164 }
1165
1166 GLsizei width = depthbuffer->getWidth();
1167 GLsizei height = depthbuffer->getHeight();
1168
1169 // search cached nullcolorbuffers
1170 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1171 {
1172 if (mNullColorbufferCache[i].buffer != NULL &&
1173 mNullColorbufferCache[i].width == width &&
1174 mNullColorbufferCache[i].height == height)
1175 {
1176 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1177 return mNullColorbufferCache[i].buffer;
1178 }
1179 }
1180
1181 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1182
1183 // add nullbuffer to the cache
1184 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1185 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1186 {
1187 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1188 {
1189 oldest = &mNullColorbufferCache[i];
1190 }
1191 }
1192
1193 delete oldest->buffer;
1194 oldest->buffer = nullbuffer;
1195 oldest->lruCount = ++mMaxNullColorbufferLRU;
1196 oldest->width = width;
1197 oldest->height = height;
1198
1199 return nullbuffer;
1200}
1201
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001202bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001203{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001204 // if there is no color attachment we must synthesize a NULL colorattachment
1205 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1206 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001207 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001208 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001209 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001210 }
1211 else
1212 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001213 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001214 }
1215 if (!renderbufferObject)
1216 {
1217 ERR("unable to locate renderbuffer for FBO.");
1218 return false;
1219 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001220
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001221 bool renderTargetChanged = false;
1222 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1223 if (renderTargetSerial != mAppliedRenderTargetSerial)
1224 {
1225 // Apply the render target on the device
1226 IDirect3DSurface9 *renderTargetSurface = NULL;
1227
1228 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1229 if (renderTarget)
1230 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001231 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001232 }
1233
1234 if (!renderTargetSurface)
1235 {
1236 ERR("render target pointer unexpectedly null.");
1237 return false; // Context must be lost
1238 }
1239
1240 mDevice->SetRenderTarget(0, renderTargetSurface);
1241 renderTargetSurface->Release();
1242
1243 mAppliedRenderTargetSerial = renderTargetSerial;
1244 renderTargetChanged = true;
1245 }
1246
1247 gl::Renderbuffer *depthStencil = NULL;
1248 unsigned int depthbufferSerial = 0;
1249 unsigned int stencilbufferSerial = 0;
1250 if (framebuffer->getDepthbufferType() != GL_NONE)
1251 {
1252 depthStencil = framebuffer->getDepthbuffer();
1253 if (!depthStencil)
1254 {
1255 ERR("Depth stencil pointer unexpectedly null.");
1256 return false;
1257 }
1258
1259 depthbufferSerial = depthStencil->getSerial();
1260 }
1261 else if (framebuffer->getStencilbufferType() != GL_NONE)
1262 {
1263 depthStencil = framebuffer->getStencilbuffer();
1264 if (!depthStencil)
1265 {
1266 ERR("Depth stencil pointer unexpectedly null.");
1267 return false;
1268 }
1269
1270 stencilbufferSerial = depthStencil->getSerial();
1271 }
1272
1273 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1274 stencilbufferSerial != mAppliedStencilbufferSerial ||
1275 !mDepthStencilInitialized)
1276 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001277 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001278 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001279
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001280 // Apply the depth stencil on the device
1281 if (depthStencil)
1282 {
1283 IDirect3DSurface9 *depthStencilSurface = NULL;
1284 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1285
1286 if (depthStencilRenderTarget)
1287 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001288 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001289 }
1290
1291 if (!depthStencilSurface)
1292 {
1293 ERR("depth stencil pointer unexpectedly null.");
1294 return false; // Context must be lost
1295 }
1296
1297 mDevice->SetDepthStencilSurface(depthStencilSurface);
1298 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001299
1300 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001301 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001302 }
1303 else
1304 {
1305 mDevice->SetDepthStencilSurface(NULL);
1306 }
1307
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001308 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1309 {
1310 mCurDepthSize = depthSize;
1311 mForceSetRasterState = true;
1312 }
1313
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001314 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1315 {
1316 mCurStencilSize = stencilSize;
1317 mForceSetDepthStencilState = true;
1318 }
1319
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001320 mAppliedDepthbufferSerial = depthbufferSerial;
1321 mAppliedStencilbufferSerial = stencilbufferSerial;
1322 mDepthStencilInitialized = true;
1323 }
1324
1325 if (renderTargetChanged || !mRenderTargetDescInitialized)
1326 {
1327 mForceSetScissor = true;
1328 mForceSetViewport = true;
1329
1330 mRenderTargetDesc.width = renderbufferObject->getWidth();
1331 mRenderTargetDesc.height = renderbufferObject->getHeight();
1332 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1333 mRenderTargetDescInitialized = true;
1334 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001335
1336 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001337}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001338
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001339GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001340{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001341 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001342 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1343 if (err != GL_NO_ERROR)
1344 {
1345 return err;
1346 }
1347
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001348 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1349}
1350
1351// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001352GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001353{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001354 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001355
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001356 if (err == GL_NO_ERROR)
1357 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001358 // Directly binding the storage buffer is not supported for d3d9
1359 ASSERT(indexInfo->storage == NULL);
1360
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001361 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001362 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001363 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1364
1365 mDevice->SetIndices(indexBuffer->getBuffer());
1366 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001367 }
1368 }
1369
1370 return err;
1371}
1372
1373void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1374{
1375 startScene();
1376
1377 if (mode == GL_LINE_LOOP)
1378 {
1379 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1380 }
1381 else if (instances > 0)
1382 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001383 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001384 if (countingIB)
1385 {
1386 if (mAppliedIBSerial != countingIB->getSerial())
1387 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001388 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1389
1390 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001391 mAppliedIBSerial = countingIB->getSerial();
1392 }
1393
1394 for (int i = 0; i < mRepeatDraw; i++)
1395 {
1396 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1397 }
1398 }
1399 else
1400 {
1401 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001402 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001403 }
1404 }
1405 else // Regular case
1406 {
1407 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1408 }
1409}
1410
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001411void 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 +00001412{
1413 startScene();
1414
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001415 if (mode == GL_POINTS)
1416 {
1417 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1418 }
1419 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001420 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001421 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001422 }
1423 else
1424 {
1425 for (int i = 0; i < mRepeatDraw; i++)
1426 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001427 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1428 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001429 }
1430 }
1431}
1432
1433void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1434{
1435 // Get the raw indices for an indexed draw
1436 if (type != GL_NONE && elementArrayBuffer)
1437 {
1438 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001439 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001440 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001441 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001442 }
1443
1444 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445
1446 if (get32BitIndexSupport())
1447 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001448 if (!mLineLoopIB)
1449 {
1450 mLineLoopIB = new StreamingIndexBufferInterface(this);
1451 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1452 {
1453 delete mLineLoopIB;
1454 mLineLoopIB = NULL;
1455
1456 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001457 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001458 }
1459 }
1460
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001461 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001462 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001463 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001464 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001465 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001466 }
1467
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 void* mappedMemory = NULL;
1469 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1470 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001471 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001473 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001474 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001475
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001476 startIndex = static_cast<UINT>(offset) / 4;
1477 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1478
1479 switch (type)
1480 {
1481 case GL_NONE: // Non-indexed draw
1482 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001483 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001484 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001485 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 data[count] = 0;
1487 break;
1488 case GL_UNSIGNED_BYTE:
1489 for (int i = 0; i < count; i++)
1490 {
1491 data[i] = static_cast<const GLubyte*>(indices)[i];
1492 }
1493 data[count] = static_cast<const GLubyte*>(indices)[0];
1494 break;
1495 case GL_UNSIGNED_SHORT:
1496 for (int i = 0; i < count; i++)
1497 {
1498 data[i] = static_cast<const GLushort*>(indices)[i];
1499 }
1500 data[count] = static_cast<const GLushort*>(indices)[0];
1501 break;
1502 case GL_UNSIGNED_INT:
1503 for (int i = 0; i < count; i++)
1504 {
1505 data[i] = static_cast<const GLuint*>(indices)[i];
1506 }
1507 data[count] = static_cast<const GLuint*>(indices)[0];
1508 break;
1509 default: UNREACHABLE();
1510 }
1511
1512 if (!mLineLoopIB->unmapBuffer())
1513 {
1514 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001515 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001516 }
1517 }
1518 else
1519 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001520 if (!mLineLoopIB)
1521 {
1522 mLineLoopIB = new StreamingIndexBufferInterface(this);
1523 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1524 {
1525 delete mLineLoopIB;
1526 mLineLoopIB = NULL;
1527
1528 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001529 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001530 }
1531 }
1532
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001533 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001534 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001535 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001537 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001538 }
1539
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 void* mappedMemory = NULL;
1541 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1542 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001543 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001545 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001546 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001547
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 startIndex = static_cast<UINT>(offset) / 2;
1549 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1550
1551 switch (type)
1552 {
1553 case GL_NONE: // Non-indexed draw
1554 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001555 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001557 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 data[count] = 0;
1559 break;
1560 case GL_UNSIGNED_BYTE:
1561 for (int i = 0; i < count; i++)
1562 {
1563 data[i] = static_cast<const GLubyte*>(indices)[i];
1564 }
1565 data[count] = static_cast<const GLubyte*>(indices)[0];
1566 break;
1567 case GL_UNSIGNED_SHORT:
1568 for (int i = 0; i < count; i++)
1569 {
1570 data[i] = static_cast<const GLushort*>(indices)[i];
1571 }
1572 data[count] = static_cast<const GLushort*>(indices)[0];
1573 break;
1574 case GL_UNSIGNED_INT:
1575 for (int i = 0; i < count; i++)
1576 {
1577 data[i] = static_cast<const GLuint*>(indices)[i];
1578 }
1579 data[count] = static_cast<const GLuint*>(indices)[0];
1580 break;
1581 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001582 }
1583
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001584 if (!mLineLoopIB->unmapBuffer())
1585 {
1586 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001587 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001588 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001589 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001590
1591 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001592 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001593 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1594
1595 mDevice->SetIndices(indexBuffer->getBuffer());
1596 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001597 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001598
1599 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001600}
1601
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001602template <typename T>
1603static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1604{
1605 for (int i = 0; i < count; i++)
1606 {
1607 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1608 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1609 }
1610}
1611
1612void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1613{
1614 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1615 // for each individual point. This call is not expected to happen often.
1616
1617 if (elementArrayBuffer)
1618 {
1619 BufferStorage *storage = elementArrayBuffer->getStorage();
1620 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1621 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1622 }
1623
1624 switch (type)
1625 {
1626 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1627 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1628 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1629 default: UNREACHABLE();
1630 }
1631}
1632
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001633void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1634{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001635 unsigned int programBinarySerial = programBinary->getSerial();
1636 if (programBinarySerial != mAppliedProgramBinarySerial)
1637 {
1638 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1639 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001640
daniel@transgaming.come4991412012-12-20 20:55:34 +00001641 IDirect3DVertexShader9 *vertexShader = NULL;
1642 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001643
daniel@transgaming.come4991412012-12-20 20:55:34 +00001644 IDirect3DPixelShader9 *pixelShader = NULL;
1645 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001646
daniel@transgaming.come4991412012-12-20 20:55:34 +00001647 mDevice->SetPixelShader(pixelShader);
1648 mDevice->SetVertexShader(vertexShader);
1649 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001650 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001651
1652 mAppliedProgramBinarySerial = programBinarySerial;
1653 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001654}
1655
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001656void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001657{
1658 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1659 {
1660 gl::Uniform *targetUniform = *ub;
1661
1662 if (targetUniform->dirty)
1663 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001664 GLfloat *f = (GLfloat*)targetUniform->data;
1665 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001666
1667 switch (targetUniform->type)
1668 {
1669 case GL_SAMPLER_2D:
1670 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001671 break;
1672 case GL_BOOL:
1673 case GL_BOOL_VEC2:
1674 case GL_BOOL_VEC3:
1675 case GL_BOOL_VEC4:
1676 applyUniformnbv(targetUniform, i);
1677 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001678 case GL_FLOAT:
1679 case GL_FLOAT_VEC2:
1680 case GL_FLOAT_VEC3:
1681 case GL_FLOAT_VEC4:
1682 case GL_FLOAT_MAT2:
1683 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001684 case GL_FLOAT_MAT4:
1685 applyUniformnfv(targetUniform, f);
1686 break;
1687 case GL_INT:
1688 case GL_INT_VEC2:
1689 case GL_INT_VEC3:
1690 case GL_INT_VEC4:
1691 applyUniformniv(targetUniform, i);
1692 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001693 default:
1694 UNREACHABLE();
1695 }
1696
1697 targetUniform->dirty = false;
1698 }
1699 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001700
1701 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001702 if (mDxUniformsDirty)
1703 {
1704 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1705 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1706 mDxUniformsDirty = false;
1707 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001708}
1709
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001710void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001711{
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001712 if (targetUniform->isReferencedByFragmentShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001713 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001714 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001715 }
1716
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001717 if (targetUniform->isReferencedByVertexShader())
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001718 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001719 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001720 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001721}
1722
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001723void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001724{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001725 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1726 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001727
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001728 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001729 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001730 vector[i][0] = (GLfloat)v[4 * i + 0];
1731 vector[i][1] = (GLfloat)v[4 * i + 1];
1732 vector[i][2] = (GLfloat)v[4 * i + 2];
1733 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001734 }
1735
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001736 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001737}
1738
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001739void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001740{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001741 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1742 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001743
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001744 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001745 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001746 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1747 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1748 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1749 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001750 }
1751
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001752 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001753}
1754
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001755void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001756{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001757 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1758 gl::unorm<8>(clearParams.colorClearValue.red),
1759 gl::unorm<8>(clearParams.colorClearValue.green),
1760 gl::unorm<8>(clearParams.colorClearValue.blue));
1761 float depth = gl::clamp01(clearParams.depthClearValue);
1762 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001763
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001764 unsigned int stencilUnmasked = 0x0;
1765 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1766 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001767 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1768 getCurrentClientVersion());
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001769 stencilUnmasked = (0x1 << stencilSize) - 1;
1770 }
1771
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001772 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1773 clearParams.colorMaskAlpha;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001774
1775 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1776 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1777 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1778 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1779 clearParams.colorMaskBlue && alphaUnmasked);
1780
1781 if (needMaskedColorClear || needMaskedStencilClear)
1782 {
1783 // State which is altered in all paths from this point to the clear call is saved.
1784 // State which is altered in only some paths will be flagged dirty in the case that
1785 // that path is taken.
1786 HRESULT hr;
1787 if (mMaskedClearSavedState == NULL)
1788 {
1789 hr = mDevice->BeginStateBlock();
1790 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1791
1792 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1793 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1794 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1795 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1796 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1797 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1798 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1799 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1800 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1801 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1802 mDevice->SetPixelShader(NULL);
1803 mDevice->SetVertexShader(NULL);
1804 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1805 mDevice->SetStreamSource(0, NULL, 0, 0);
1806 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1807 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1808 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1809 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1810 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1811 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1812 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1813
1814 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1815 {
1816 mDevice->SetStreamSourceFreq(i, 1);
1817 }
1818
1819 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1820 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1821 }
1822
1823 ASSERT(mMaskedClearSavedState != NULL);
1824
1825 if (mMaskedClearSavedState != NULL)
1826 {
1827 hr = mMaskedClearSavedState->Capture();
1828 ASSERT(SUCCEEDED(hr));
1829 }
1830
1831 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1832 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1833 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1834 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1835 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1836 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1837 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1838 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1839
1840 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1841 {
1842 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1843 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1844 clearParams.colorMaskGreen,
1845 clearParams.colorMaskBlue,
1846 clearParams.colorMaskAlpha));
1847 }
1848 else
1849 {
1850 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1851 }
1852
1853 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1854 {
1855 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1856 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1857 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1858 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1859 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1860 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1861 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1862 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1863 }
1864 else
1865 {
1866 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1867 }
1868
1869 mDevice->SetPixelShader(NULL);
1870 mDevice->SetVertexShader(NULL);
1871 mDevice->SetFVF(D3DFVF_XYZRHW);
1872 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1873 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1874 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1875 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1876 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1877 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1878 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1879
1880 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1881 {
1882 mDevice->SetStreamSourceFreq(i, 1);
1883 }
1884
1885 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1886 quad[0][0] = -0.5f;
1887 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1888 quad[0][2] = 0.0f;
1889 quad[0][3] = 1.0f;
1890
1891 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1892 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1893 quad[1][2] = 0.0f;
1894 quad[1][3] = 1.0f;
1895
1896 quad[2][0] = -0.5f;
1897 quad[2][1] = -0.5f;
1898 quad[2][2] = 0.0f;
1899 quad[2][3] = 1.0f;
1900
1901 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1902 quad[3][1] = -0.5f;
1903 quad[3][2] = 0.0f;
1904 quad[3][3] = 1.0f;
1905
1906 startScene();
1907 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1908
1909 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1910 {
1911 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1912 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1913 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1914 }
1915
1916 if (mMaskedClearSavedState != NULL)
1917 {
1918 mMaskedClearSavedState->Apply();
1919 }
1920 }
1921 else if (clearParams.mask)
1922 {
1923 DWORD dxClearFlags = 0;
1924 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1925 {
1926 dxClearFlags |= D3DCLEAR_TARGET;
1927 }
1928 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1929 {
1930 dxClearFlags |= D3DCLEAR_ZBUFFER;
1931 }
1932 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1933 {
1934 dxClearFlags |= D3DCLEAR_STENCIL;
1935 }
1936
1937 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1938 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001939}
1940
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001941void Renderer9::markAllStateDirty()
1942{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001943 mAppliedRenderTargetSerial = 0;
1944 mAppliedDepthbufferSerial = 0;
1945 mAppliedStencilbufferSerial = 0;
1946 mDepthStencilInitialized = false;
1947 mRenderTargetDescInitialized = false;
1948
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001949 mForceSetDepthStencilState = true;
1950 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001951 mForceSetScissor = true;
1952 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001953 mForceSetBlendState = true;
1954
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001955 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001956 {
1957 mForceSetVertexSamplerStates[i] = true;
1958 mCurVertexTextureSerials[i] = 0;
1959 }
1960 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1961 {
1962 mForceSetPixelSamplerStates[i] = true;
1963 mCurPixelTextureSerials[i] = 0;
1964 }
1965
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001966 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001967 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001968 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001969
1970 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001971}
1972
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001973void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001974{
1975 while (!mEventQueryPool.empty())
1976 {
1977 mEventQueryPool.back()->Release();
1978 mEventQueryPool.pop_back();
1979 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001980
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001981 if (mMaskedClearSavedState)
1982 {
1983 mMaskedClearSavedState->Release();
1984 mMaskedClearSavedState = NULL;
1985 }
1986
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001987 mVertexShaderCache.clear();
1988 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001989
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001990 delete mBlit;
1991 mBlit = NULL;
1992
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001993 delete mVertexDataManager;
1994 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001995
1996 delete mIndexDataManager;
1997 mIndexDataManager = NULL;
1998
1999 delete mLineLoopIB;
2000 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002001
2002 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2003 {
2004 delete mNullColorbufferCache[i].buffer;
2005 mNullColorbufferCache[i].buffer = NULL;
2006 }
2007
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002008}
2009
2010
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002011void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002012{
2013 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002014 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002015}
2016
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002017bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002018{
2019 return mDeviceLost;
2020}
2021
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002022// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002023bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002024{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002025 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002026
2027 if (mDeviceEx)
2028 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002029 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002030 }
2031 else if (mDevice)
2032 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002033 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002034 }
2035 else
2036 {
2037 // No device yet, so no reset required
2038 }
2039
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002040 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2041
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002042 if (isLost)
2043 {
2044 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002045 // we'll probably get this done again by notifyDeviceLost
2046 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002047 // Note that we don't want to clear the device loss status here
2048 // -- this needs to be done by resetDevice
2049 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002050 if (notify)
2051 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002052 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002053 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002054 }
2055
2056 return isLost;
2057}
2058
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002059bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002060{
2061 HRESULT status = D3D_OK;
2062
2063 if (mDeviceEx)
2064 {
2065 status = mDeviceEx->CheckDeviceState(NULL);
2066 }
2067 else if (mDevice)
2068 {
2069 status = mDevice->TestCooperativeLevel();
2070 }
2071
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002072 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002073 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002074 switch (status)
2075 {
2076 case D3DERR_DEVICENOTRESET:
2077 case D3DERR_DEVICEHUNG:
2078 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002079 case D3DERR_DEVICELOST:
2080 return (mDeviceEx != NULL);
2081 case D3DERR_DEVICEREMOVED:
2082 UNIMPLEMENTED();
2083 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002084 default:
2085 return false;
2086 }
2087}
2088
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002089bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002090{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002091 releaseDeviceResources();
2092
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002093 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2094
2095 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002096 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002097 int attempts = 3;
2098
2099 while (lost && attempts > 0)
2100 {
2101 if (mDeviceEx)
2102 {
2103 Sleep(500); // Give the graphics driver some CPU time
2104 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2105 }
2106 else
2107 {
2108 result = mDevice->TestCooperativeLevel();
2109 while (result == D3DERR_DEVICELOST)
2110 {
2111 Sleep(100); // Give the graphics driver some CPU time
2112 result = mDevice->TestCooperativeLevel();
2113 }
2114
2115 if (result == D3DERR_DEVICENOTRESET)
2116 {
2117 result = mDevice->Reset(&presentParameters);
2118 }
2119 }
2120
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002121 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002122 attempts --;
2123 }
2124
2125 if (FAILED(result))
2126 {
2127 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2128 return false;
2129 }
2130
2131 // reset device defaults
2132 initializeDevice();
2133 mDeviceLost = false;
2134
2135 return true;
2136}
2137
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002138DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002139{
2140 return mAdapterIdentifier.VendorId;
2141}
2142
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002143std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002144{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002145 std::ostringstream rendererString;
2146
2147 rendererString << mAdapterIdentifier.Description;
2148 if (getShareHandleSupport())
2149 {
2150 rendererString << " Direct3D9Ex";
2151 }
2152 else
2153 {
2154 rendererString << " Direct3D9";
2155 }
2156
2157 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2158 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2159
2160 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002161}
2162
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002163GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002164{
2165 return mAdapterIdentifier.DeviceIdentifier;
2166}
2167
Geoff Lang61e49a52013-05-29 10:22:58 -04002168Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002169{
Geoff Lang61e49a52013-05-29 10:22:58 -04002170 MultisampleSupportInfo support = { 0 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002171
Geoff Lang61e49a52013-05-29 10:22:58 -04002172 for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++)
2173 {
2174 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE,
2175 (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2176
2177 if (SUCCEEDED(result))
2178 {
2179 support.supportedSamples[multiSampleIndex] = true;
2180 if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE)
2181 {
2182 support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex);
2183 }
2184 }
2185 else
2186 {
2187 support.supportedSamples[multiSampleIndex] = false;
2188 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002189 }
Geoff Lang61e49a52013-05-29 10:22:58 -04002190
2191 return support;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002192}
2193
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002194bool Renderer9::getBGRATextureSupport() const
2195{
2196 // DirectX 9 always supports BGRA
2197 return true;
2198}
2199
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002200bool Renderer9::getDXT1TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002201{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002202 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002203}
2204
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002205bool Renderer9::getDXT3TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002206{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002207 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002208}
2209
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002210bool Renderer9::getDXT5TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002211{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002212 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002213}
2214
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002215bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002216{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002217 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002218}
2219
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002220bool Renderer9::getFloat32TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002221{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002222 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002223}
2224
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002225bool Renderer9::getFloat32TextureFilteringSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002226{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002227 return mFloat32FilterSupport;
2228}
2229
2230bool Renderer9::getFloat32TextureRenderingSupport() const
2231{
2232 return mFloat32RenderSupport;
2233}
2234
2235bool Renderer9::getFloat16TextureSupport() const
2236{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002237 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002238}
2239
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002240bool Renderer9::getFloat16TextureFilteringSupport() const
2241{
2242 return mFloat16FilterSupport;
2243}
2244
2245bool Renderer9::getFloat16TextureRenderingSupport() const
2246{
2247 return mFloat16RenderSupport;
2248}
2249
Geoff Langd42cf4e2013-06-05 16:09:17 -04002250bool Renderer9::getRGB565TextureSupport() const
2251{
2252 return mRGB565TextureSupport;
2253}
2254
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002255bool Renderer9::getLuminanceTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002256{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002257 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002258}
2259
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002260bool Renderer9::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002261{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002262 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002263}
2264
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002265bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002266{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002267 return mSupportsTextureFilterAnisotropy;
2268}
2269
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002270float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002271{
2272 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002273 {
shannon.woods%transgaming.com@gtempaccount.com6b731912013-04-13 03:35:19 +00002274 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002275 }
2276 return 1.0f;
2277}
2278
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002279bool Renderer9::getEventQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002280{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002281 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002282}
2283
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002284unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002285{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002286 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2287 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002288}
2289
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002290unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2291{
2292 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2293}
2294
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002295unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002296{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002297 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002298}
2299
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002300unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002301{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002302 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002303}
2304
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002305unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002306{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002307 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2308}
2309
2310unsigned int Renderer9::getMaxFragmentUniformVectors() const
2311{
2312 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2313
2314 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2315}
2316
2317unsigned int Renderer9::getMaxVaryingVectors() const
2318{
2319 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002320}
2321
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002322unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const
2323{
2324 return 0;
2325}
2326
2327unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const
2328{
2329 return 0;
2330}
2331
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002332unsigned int Renderer9::getReservedVertexUniformBuffers() const
2333{
2334 return 0;
2335}
2336
2337unsigned int Renderer9::getReservedFragmentUniformBuffers() const
2338{
2339 return 0;
2340}
2341
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002342unsigned int Renderer9::getMaxTransformFeedbackBuffers() const
2343{
2344 return 0;
2345}
2346
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002347unsigned int Renderer9::getMaxUniformBufferSize() const
2348{
2349 return 0;
2350}
2351
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002352bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002353{
2354 return mSupportsNonPower2Textures;
2355}
2356
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002357bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002358{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002359 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002360}
2361
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002362bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002363{
2364 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2365}
2366
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002367bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002368{
2369 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002370 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002371}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002372
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002373bool Renderer9::getDerivativeInstructionSupport() const
2374{
2375 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2376}
2377
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002378bool Renderer9::getPostSubBufferSupport() const
2379{
2380 return true;
2381}
2382
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002383int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002384{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002385 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002386}
2387
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002388float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002389{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002390 // Point size clamped at 1.0f for SM2
2391 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002392}
2393
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002394int Renderer9::getMaxViewportDimension() const
2395{
2396 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002397 (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002398 return maxTextureDimension;
2399}
2400
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002401int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002402{
2403 return (int)mDeviceCaps.MaxTextureWidth;
2404}
2405
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002406int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002407{
2408 return (int)mDeviceCaps.MaxTextureHeight;
2409}
2410
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002411int Renderer9::getMaxTextureDepth() const
2412{
2413 // 3D textures are not available in the D3D9 backend.
2414 return 1;
2415}
2416
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002417int Renderer9::getMaxTextureArrayLayers() const
2418{
2419 // 2D array textures are not available in the D3D9 backend.
2420 return 1;
2421}
2422
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002423bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002424{
2425 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2426}
2427
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002428DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002429{
2430 return mDeviceCaps.DeclTypes;
2431}
2432
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002433int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002434{
2435 return mMinSwapInterval;
2436}
2437
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002438int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002439{
2440 return mMaxSwapInterval;
2441}
2442
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002443int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002444{
2445 return mMaxSupportedSamples;
2446}
2447
Geoff Lang0e120e32013-05-29 10:23:55 -04002448GLsizei Renderer9::getMaxSupportedFormatSamples(GLint internalFormat) const
2449{
2450 D3DFORMAT format = gl_d3d9::GetTexureFormat(internalFormat, this);
2451 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
2452 return (itr != mMultiSampleSupport.end()) ? mMaxSupportedSamples : 0;
2453}
2454
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002455int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002456{
2457 if (requested == 0)
2458 {
2459 return requested;
2460 }
2461
Geoff Lang61e49a52013-05-29 10:22:58 -04002462 MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format);
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002463 if (itr == mMultiSampleSupport.end())
2464 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002465 if (format == D3DFMT_UNKNOWN)
2466 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002467 return -1;
2468 }
2469
Geoff Lang61e49a52013-05-29 10:22:58 -04002470 for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002471 {
Geoff Lang61e49a52013-05-29 10:22:58 -04002472 if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE)
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002473 {
2474 return i;
2475 }
2476 }
2477
2478 return -1;
2479}
2480
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002481unsigned int Renderer9::getMaxRenderTargets() const
2482{
2483 // we do not support MRT in d3d9
2484 return 1;
2485}
2486
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002487D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2488{
2489 switch (internalformat)
2490 {
2491 case GL_DEPTH_COMPONENT16:
2492 case GL_DEPTH_COMPONENT32_OES:
2493 case GL_DEPTH24_STENCIL8_OES:
2494 return D3DFMT_INTZ;
2495 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2496 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2497 return D3DFMT_DXT1;
2498 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2499 return D3DFMT_DXT3;
2500 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2501 return D3DFMT_DXT5;
2502 case GL_RGBA32F_EXT:
2503 case GL_RGB32F_EXT:
2504 case GL_ALPHA32F_EXT:
2505 case GL_LUMINANCE32F_EXT:
2506 case GL_LUMINANCE_ALPHA32F_EXT:
2507 return D3DFMT_A32B32G32R32F;
2508 case GL_RGBA16F_EXT:
2509 case GL_RGB16F_EXT:
2510 case GL_ALPHA16F_EXT:
2511 case GL_LUMINANCE16F_EXT:
2512 case GL_LUMINANCE_ALPHA16F_EXT:
2513 return D3DFMT_A16B16G16R16F;
2514 case GL_LUMINANCE8_EXT:
2515 if (getLuminanceTextureSupport())
2516 {
2517 return D3DFMT_L8;
2518 }
2519 break;
2520 case GL_LUMINANCE8_ALPHA8_EXT:
2521 if (getLuminanceAlphaTextureSupport())
2522 {
2523 return D3DFMT_A8L8;
2524 }
2525 break;
2526 case GL_RGB8_OES:
2527 case GL_RGB565:
2528 return D3DFMT_X8R8G8B8;
2529 }
2530
2531 return D3DFMT_A8R8G8B8;
2532}
2533
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002534bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002535{
2536 bool result = false;
2537
2538 if (source && dest)
2539 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002540 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2541 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002542
2543 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002544 for (int i = 0; i < levels; ++i)
2545 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002546 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2547 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002548
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002549 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002550
2551 if (srcSurf) srcSurf->Release();
2552 if (dstSurf) dstSurf->Release();
2553
2554 if (!result)
2555 return false;
2556 }
2557 }
2558
2559 return result;
2560}
2561
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002562bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002563{
2564 bool result = false;
2565
2566 if (source && dest)
2567 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002568 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2569 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002570 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002571 for (int f = 0; f < 6; f++)
2572 {
2573 for (int i = 0; i < levels; i++)
2574 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002575 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2576 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002577
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002578 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002579
2580 if (srcSurf) srcSurf->Release();
2581 if (dstSurf) dstSurf->Release();
2582
2583 if (!result)
2584 return false;
2585 }
2586 }
2587 }
2588
2589 return result;
2590}
2591
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002592bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2593{
2594 // 3D textures are not available in the D3D9 backend.
2595 UNREACHABLE();
2596 return false;
2597}
2598
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002599bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2600{
2601 // 2D array textures are not supported by the D3D9 backend.
2602 UNREACHABLE();
2603 return false;
2604}
2605
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002606D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002607{
2608 if (mD3d9Ex != NULL)
2609 {
2610 return D3DPOOL_DEFAULT;
2611 }
2612 else
2613 {
2614 if (!(usage & D3DUSAGE_DYNAMIC))
2615 {
2616 return D3DPOOL_MANAGED;
2617 }
2618 }
2619
2620 return D3DPOOL_DEFAULT;
2621}
2622
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002623bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002624 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002625{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002626 RECT rect;
2627 rect.left = sourceRect.x;
2628 rect.top = sourceRect.y;
2629 rect.right = sourceRect.x + sourceRect.width;
2630 rect.bottom = sourceRect.y + sourceRect.height;
2631
2632 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002633}
2634
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002635bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002636 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002637{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002638 RECT rect;
2639 rect.left = sourceRect.x;
2640 rect.top = sourceRect.y;
2641 rect.right = sourceRect.x + sourceRect.width;
2642 rect.bottom = sourceRect.y + sourceRect.height;
2643
2644 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002645}
2646
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002647bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2648 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2649{
2650 // 3D textures are not available in the D3D9 backend.
2651 UNREACHABLE();
2652 return false;
2653}
2654
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002655bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2656 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2657{
2658 // 2D array textures are not available in the D3D9 backend.
2659 UNREACHABLE();
2660 return false;
2661}
2662
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002663bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002664 bool blitRenderTarget, bool blitDepthStencil)
2665{
2666 endScene();
2667
2668 if (blitRenderTarget)
2669 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002670 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2671 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002672 RenderTarget9 *readRenderTarget = NULL;
2673 RenderTarget9 *drawRenderTarget = NULL;
2674 IDirect3DSurface9* readSurface = NULL;
2675 IDirect3DSurface9* drawSurface = NULL;
2676
2677 if (readBuffer)
2678 {
2679 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2680 }
2681 if (drawBuffer)
2682 {
2683 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2684 }
2685
2686 if (readRenderTarget)
2687 {
2688 readSurface = readRenderTarget->getSurface();
2689 }
2690 if (drawRenderTarget)
2691 {
2692 drawSurface = drawRenderTarget->getSurface();
2693 }
2694
2695 if (!readSurface || !drawSurface)
2696 {
2697 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002698 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002699 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002700
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002701 RECT srcRect;
2702 srcRect.left = readRect.x;
2703 srcRect.right = readRect.x + readRect.width;
2704 srcRect.top = readRect.y;
2705 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002706
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002707 RECT dstRect;
2708 dstRect.left = drawRect.x;
2709 dstRect.right = drawRect.x + drawRect.width;
2710 dstRect.top = drawRect.y;
2711 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002712
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002713 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002714
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002715 readSurface->Release();
2716 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002717
2718 if (FAILED(result))
2719 {
2720 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2721 return false;
2722 }
2723 }
2724
2725 if (blitDepthStencil)
2726 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002727 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2728 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2729 RenderTarget9 *readDepthStencil = NULL;
2730 RenderTarget9 *drawDepthStencil = NULL;
2731 IDirect3DSurface9* readSurface = NULL;
2732 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002733
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002734 if (readBuffer)
2735 {
2736 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2737 }
2738 if (drawBuffer)
2739 {
2740 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2741 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002742
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002743 if (readDepthStencil)
2744 {
2745 readSurface = readDepthStencil->getSurface();
2746 }
2747 if (drawDepthStencil)
2748 {
2749 drawSurface = drawDepthStencil->getSurface();
2750 }
2751
2752 if (!readSurface || !drawSurface)
2753 {
2754 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002755 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002756 }
2757
2758 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2759
2760 readSurface->Release();
2761 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002762
2763 if (FAILED(result))
2764 {
2765 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2766 return false;
2767 }
2768 }
2769
2770 return true;
2771}
2772
2773void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2774 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2775{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002776 RenderTarget9 *renderTarget = NULL;
2777 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002778 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002779
2780 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002781 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002782 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2783 }
2784
2785 if (renderTarget)
2786 {
2787 surface = renderTarget->getSurface();
2788 }
2789
2790 if (!surface)
2791 {
2792 // context must be lost
2793 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002794 }
2795
2796 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002797 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002798
2799 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2800 {
2801 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002802 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002803 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002804 }
2805
2806 HRESULT result;
2807 IDirect3DSurface9 *systemSurface = NULL;
2808 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2809 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2810 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2811 if (directToPixels)
2812 {
2813 // Use the pixels ptr as a shared handle to write directly into client's memory
2814 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2815 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2816 if (FAILED(result))
2817 {
2818 // Try again without the shared handle
2819 directToPixels = false;
2820 }
2821 }
2822
2823 if (!directToPixels)
2824 {
2825 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2826 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2827 if (FAILED(result))
2828 {
2829 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002830 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002831 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002832 }
2833 }
2834
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002835 result = mDevice->GetRenderTargetData(surface, systemSurface);
2836 surface->Release();
2837 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002838
2839 if (FAILED(result))
2840 {
2841 systemSurface->Release();
2842
2843 // It turns out that D3D will sometimes produce more error
2844 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002845 if (d3d9::isDeviceLostError(result))
2846 {
2847 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002848 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002849 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002850 else
2851 {
2852 UNREACHABLE();
2853 return;
2854 }
2855
2856 }
2857
2858 if (directToPixels)
2859 {
2860 systemSurface->Release();
2861 return;
2862 }
2863
2864 RECT rect;
2865 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2866 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2867 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2868 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2869
2870 D3DLOCKED_RECT lock;
2871 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2872
2873 if (FAILED(result))
2874 {
2875 UNREACHABLE();
2876 systemSurface->Release();
2877
2878 return; // No sensible error to generate
2879 }
2880
2881 unsigned char *dest = (unsigned char*)pixels;
2882 unsigned short *dest16 = (unsigned short*)pixels;
2883
2884 unsigned char *source;
2885 int inputPitch;
2886 if (packReverseRowOrder)
2887 {
2888 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2889 inputPitch = -lock.Pitch;
2890 }
2891 else
2892 {
2893 source = (unsigned char*)lock.pBits;
2894 inputPitch = lock.Pitch;
2895 }
2896
2897 unsigned int fastPixelSize = 0;
2898
2899 if (desc.Format == D3DFMT_A8R8G8B8 &&
2900 format == GL_BGRA_EXT &&
2901 type == GL_UNSIGNED_BYTE)
2902 {
2903 fastPixelSize = 4;
2904 }
2905 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2906 format == GL_BGRA_EXT &&
2907 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2908 (desc.Format == D3DFMT_A1R5G5B5 &&
2909 format == GL_BGRA_EXT &&
2910 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2911 {
2912 fastPixelSize = 2;
2913 }
2914 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2915 format == GL_RGBA &&
2916 type == GL_HALF_FLOAT_OES)
2917 {
2918 fastPixelSize = 8;
2919 }
2920 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2921 format == GL_RGBA &&
2922 type == GL_FLOAT)
2923 {
2924 fastPixelSize = 16;
2925 }
2926
2927 for (int j = 0; j < rect.bottom - rect.top; j++)
2928 {
2929 if (fastPixelSize != 0)
2930 {
2931 // Fast path for formats which require no translation:
2932 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2933 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2934 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2935 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2936 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2937 //
2938 // Note that buffers with no alpha go through the slow path below.
2939 memcpy(dest + j * outputPitch,
2940 source + j * inputPitch,
2941 (rect.right - rect.left) * fastPixelSize);
2942 continue;
2943 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00002944 else if (desc.Format == D3DFMT_A8R8G8B8 &&
2945 format == GL_RGBA &&
2946 type == GL_UNSIGNED_BYTE)
2947 {
2948 // Fast path for swapping red with blue
2949 for (int i = 0; i < rect.right - rect.left; i++)
2950 {
2951 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2952 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
2953 (argb & 0xFF00FF00) | // Keep alpha and green
2954 (argb & 0x00FF0000) >> 16 | // Move red to blue
2955 (argb & 0x000000FF) << 16; // Move blue to red
2956 }
2957 continue;
2958 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002959
2960 for (int i = 0; i < rect.right - rect.left; i++)
2961 {
2962 float r;
2963 float g;
2964 float b;
2965 float a;
2966
2967 switch (desc.Format)
2968 {
2969 case D3DFMT_R5G6B5:
2970 {
2971 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2972
2973 a = 1.0f;
2974 b = (rgb & 0x001F) * (1.0f / 0x001F);
2975 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2976 r = (rgb & 0xF800) * (1.0f / 0xF800);
2977 }
2978 break;
2979 case D3DFMT_A1R5G5B5:
2980 {
2981 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2982
2983 a = (argb & 0x8000) ? 1.0f : 0.0f;
2984 b = (argb & 0x001F) * (1.0f / 0x001F);
2985 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2986 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2987 }
2988 break;
2989 case D3DFMT_A8R8G8B8:
2990 {
2991 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2992
2993 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2994 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2995 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2996 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2997 }
2998 break;
2999 case D3DFMT_X8R8G8B8:
3000 {
3001 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3002
3003 a = 1.0f;
3004 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
3005 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
3006 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
3007 }
3008 break;
3009 case D3DFMT_A2R10G10B10:
3010 {
3011 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3012
3013 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
3014 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
3015 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
3016 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
3017 }
3018 break;
3019 case D3DFMT_A32B32G32R32F:
3020 {
3021 // float formats in D3D are stored rgba, rather than the other way round
3022 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
3023 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
3024 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
3025 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
3026 }
3027 break;
3028 case D3DFMT_A16B16G16R16F:
3029 {
3030 // float formats in D3D are stored rgba, rather than the other way round
3031 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
3032 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
3033 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
3034 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
3035 }
3036 break;
3037 default:
3038 UNIMPLEMENTED(); // FIXME
3039 UNREACHABLE();
3040 return;
3041 }
3042
3043 switch (format)
3044 {
3045 case GL_RGBA:
3046 switch (type)
3047 {
3048 case GL_UNSIGNED_BYTE:
3049 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3050 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3051 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3052 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3053 break;
3054 default: UNREACHABLE();
3055 }
3056 break;
3057 case GL_BGRA_EXT:
3058 switch (type)
3059 {
3060 case GL_UNSIGNED_BYTE:
3061 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
3062 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3063 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
3064 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
3065 break;
3066 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3067 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3068 // this type is packed as follows:
3069 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3070 // --------------------------------------------------------------------------------
3071 // | 4th | 3rd | 2nd | 1st component |
3072 // --------------------------------------------------------------------------------
3073 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3074 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3075 ((unsigned short)(15 * a + 0.5f) << 12)|
3076 ((unsigned short)(15 * r + 0.5f) << 8) |
3077 ((unsigned short)(15 * g + 0.5f) << 4) |
3078 ((unsigned short)(15 * b + 0.5f) << 0);
3079 break;
3080 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3081 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3082 // this type is packed as follows:
3083 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3084 // --------------------------------------------------------------------------------
3085 // | 4th | 3rd | 2nd | 1st component |
3086 // --------------------------------------------------------------------------------
3087 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3088 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3089 ((unsigned short)( a + 0.5f) << 15) |
3090 ((unsigned short)(31 * r + 0.5f) << 10) |
3091 ((unsigned short)(31 * g + 0.5f) << 5) |
3092 ((unsigned short)(31 * b + 0.5f) << 0);
3093 break;
3094 default: UNREACHABLE();
3095 }
3096 break;
3097 case GL_RGB:
3098 switch (type)
3099 {
3100 case GL_UNSIGNED_SHORT_5_6_5:
3101 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3102 ((unsigned short)(31 * b + 0.5f) << 0) |
3103 ((unsigned short)(63 * g + 0.5f) << 5) |
3104 ((unsigned short)(31 * r + 0.5f) << 11);
3105 break;
3106 case GL_UNSIGNED_BYTE:
3107 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3108 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3109 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3110 break;
3111 default: UNREACHABLE();
3112 }
3113 break;
3114 default: UNREACHABLE();
3115 }
3116 }
3117 }
3118
3119 systemSurface->UnlockRect();
3120
3121 systemSurface->Release();
3122}
3123
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003124RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3125{
3126 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3127 IDirect3DSurface9 *surface = NULL;
3128 if (depth)
3129 {
3130 surface = swapChain9->getDepthStencil();
3131 }
3132 else
3133 {
3134 surface = swapChain9->getRenderTarget();
3135 }
3136
3137 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3138
3139 return renderTarget;
3140}
3141
3142RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3143{
3144 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3145 return renderTarget;
3146}
3147
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003148ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003149{
3150 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003151
3152 switch (type)
3153 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003154 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003155 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003156 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003157 if (vshader)
3158 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003159 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003160 }
3161 }
3162 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003163 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003164 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003165 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003166 if (pshader)
3167 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003168 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003169 }
3170 }
3171 break;
3172 default:
3173 UNREACHABLE();
3174 break;
3175 }
3176
3177 return executable;
3178}
3179
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003180ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003181{
3182 const char *profile = NULL;
3183
3184 switch (type)
3185 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003186 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003187 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3188 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003189 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003190 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3191 break;
3192 default:
3193 UNREACHABLE();
3194 return NULL;
3195 }
3196
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003197 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003198 if (!binary)
3199 return NULL;
3200
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003201 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003202 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003203
3204 return executable;
3205}
3206
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003207bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3208{
3209 return mBlit->boxFilter(source, dest);
3210}
3211
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003212D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003213{
3214 if (mD3d9Ex != NULL)
3215 {
3216 return D3DPOOL_DEFAULT;
3217 }
3218 else
3219 {
3220 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3221 {
3222 return D3DPOOL_MANAGED;
3223 }
3224 }
3225
3226 return D3DPOOL_DEFAULT;
3227}
3228
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003229bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3230{
3231 if (source && dest)
3232 {
3233 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003234
3235 if (fromManaged)
3236 {
3237 D3DSURFACE_DESC desc;
3238 source->GetDesc(&desc);
3239
3240 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003241 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003242
3243 if (SUCCEEDED(result))
3244 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003245 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003246 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003247 surf->Release();
3248 }
3249 }
3250 else
3251 {
3252 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003253 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003254 }
3255
3256 if (FAILED(result))
3257 {
3258 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3259 return false;
3260 }
3261 }
3262
3263 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003264}
3265
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003266Image *Renderer9::createImage()
3267{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003268 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003269}
3270
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003271void Renderer9::generateMipmap(Image *dest, Image *src)
3272{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003273 Image9 *src9 = Image9::makeImage9(src);
3274 Image9 *dst9 = Image9::makeImage9(dest);
3275 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003276}
3277
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003278TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3279{
3280 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3281 return new TextureStorage9_2D(this, swapChain9);
3282}
3283
3284TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3285{
3286 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3287}
3288
3289TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3290{
3291 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3292}
3293
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003294TextureStorage *Renderer9::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3295{
3296 // 3D textures are not supported by the D3D9 backend.
3297 UNREACHABLE();
3298
3299 return NULL;
3300}
3301
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003302TextureStorage *Renderer9::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3303{
3304 // 2D array textures are not supported by the D3D9 backend.
3305 UNREACHABLE();
3306
3307 return NULL;
3308}
3309
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003310bool Renderer9::getLUID(LUID *adapterLuid) const
3311{
3312 adapterLuid->HighPart = 0;
3313 adapterLuid->LowPart = 0;
3314
3315 if (mD3d9Ex)
3316 {
3317 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3318 return true;
3319 }
3320
3321 return false;
3322}
3323
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003324}