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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
shannon.woods@transgaming.com4e91d562013-02-28 23:12:09 +00009#include <D3Dcompiler.h>
10
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000013#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000015#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000016#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000017#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000018#include "libGLESv2/Program.h"
19#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000020#include "libGLESv2/renderer/IndexDataManager.h"
21#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000022#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000023#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000024#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000025#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000026#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000027#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000028#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000029#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000030#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000031#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000032#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000033#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000034#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000036#include <sstream>
37
daniel@transgaming.com621ce052012-10-31 17:52:29 +000038// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
39#define REF_RAST 0
40
41// The "Debug This Pixel..." feature in PIX often fails when using the
42// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
43// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
44#if !defined(ANGLE_ENABLE_D3D9EX)
45// Enables use of the IDirect3D9Ex interface, when available
46#define ANGLE_ENABLE_D3D9EX 1
47#endif // !defined(ANGLE_ENABLE_D3D9EX)
48
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000049#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
50#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
51#endif
52
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000053namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000054{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000055static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000056 {
57 D3DFMT_A1R5G5B5,
58 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
59 D3DFMT_A8R8G8B8,
60 D3DFMT_R5G6B5,
61 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
62 D3DFMT_X8R8G8B8
63 };
64
daniel@transgaming.com222ee082012-11-28 19:31:49 +000065static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000066 {
67 D3DFMT_UNKNOWN,
68 // D3DFMT_D16_LOCKABLE,
69 D3DFMT_D32,
70 // D3DFMT_D15S1,
71 D3DFMT_D24S8,
72 D3DFMT_D24X8,
73 // D3DFMT_D24X4S4,
74 D3DFMT_D16,
75 // D3DFMT_D32F_LOCKABLE,
76 // D3DFMT_D24FS8
77 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000078
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000079enum
80{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000081 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
82 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
83 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
84 MAX_VARYING_VECTORS_SM2 = 8,
85 MAX_VARYING_VECTORS_SM3 = 10,
86
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000087 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
88};
89
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000090Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000091{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000092 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000093
94 mD3d9 = NULL;
95 mD3d9Ex = NULL;
96 mDevice = NULL;
97 mDeviceEx = NULL;
98 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000099 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000100
101 mAdapter = D3DADAPTER_DEFAULT;
102
103 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
104 mDeviceType = D3DDEVTYPE_REF;
105 #else
106 mDeviceType = D3DDEVTYPE_HAL;
107 #endif
108
109 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000110
111 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000112
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000113 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000114
115 mVertexDataManager = NULL;
116 mIndexDataManager = NULL;
117 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000118
119 mMaxNullColorbufferLRU = 0;
120 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
121 {
122 mNullColorbufferCache[i].lruCount = 0;
123 mNullColorbufferCache[i].width = 0;
124 mNullColorbufferCache[i].height = 0;
125 mNullColorbufferCache[i].buffer = NULL;
126 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000127}
128
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000129Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000130{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000131 releaseDeviceResources();
132
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000133 if (mDevice)
134 {
135 // 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 +0000136 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000137 {
138 resetDevice();
139 }
140
141 mDevice->Release();
142 mDevice = NULL;
143 }
144
145 if (mDeviceEx)
146 {
147 mDeviceEx->Release();
148 mDeviceEx = NULL;
149 }
150
151 if (mD3d9)
152 {
153 mD3d9->Release();
154 mD3d9 = NULL;
155 }
156
157 if (mDeviceWindow)
158 {
159 DestroyWindow(mDeviceWindow);
160 mDeviceWindow = NULL;
161 }
162
163 if (mD3d9Ex)
164 {
165 mD3d9Ex->Release();
166 mD3d9Ex = NULL;
167 }
168
169 if (mD3d9Module)
170 {
171 mD3d9Module = NULL;
172 }
173
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000174 while (!mMultiSampleSupport.empty())
175 {
176 delete [] mMultiSampleSupport.begin()->second;
177 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
178 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000179}
180
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000181Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
182{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000183 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000184 return static_cast<rx::Renderer9*>(renderer);
185}
186
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000187EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000188{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000189 if (!initializeCompiler())
190 {
191 return EGL_NOT_INITIALIZED;
192 }
193
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000194 if (mSoftwareDevice)
195 {
196 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
197 }
198 else
199 {
200 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
201 }
202
203 if (mD3d9Module == NULL)
204 {
205 ERR("No D3D9 module found - aborting!\n");
206 return EGL_NOT_INITIALIZED;
207 }
208
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000209 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
210 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
211
212 // Use Direct3D9Ex if available. Among other things, this version is less
213 // inclined to report a lost context, for example when the user switches
214 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
215 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
216 {
217 ASSERT(mD3d9Ex);
218 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
219 ASSERT(mD3d9);
220 }
221 else
222 {
223 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
224 }
225
226 if (!mD3d9)
227 {
228 ERR("Could not create D3D9 device - aborting!\n");
229 return EGL_NOT_INITIALIZED;
230 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000231
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000232 if (mDc != NULL)
233 {
234 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
235 }
236
237 HRESULT result;
238
239 // Give up on getting device caps after about one second.
240 for (int i = 0; i < 10; ++i)
241 {
242 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
243 if (SUCCEEDED(result))
244 {
245 break;
246 }
247 else if (result == D3DERR_NOTAVAILABLE)
248 {
249 Sleep(100); // Give the driver some time to initialize/recover
250 }
251 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
252 {
253 ERR("failed to get device caps (0x%x)\n", result);
254 return EGL_NOT_INITIALIZED;
255 }
256 }
257
258 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
259 {
260 ERR("Renderer does not support PS 2.0. aborting!\n");
261 return EGL_NOT_INITIALIZED;
262 }
263
264 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
265 // This is required by Texture2D::convertToRenderTarget.
266 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
267 {
268 ERR("Renderer does not support stretctrect from textures!\n");
269 return EGL_NOT_INITIALIZED;
270 }
271
272 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
273
274 // ATI cards on XP have problems with non-power-of-two textures.
275 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
276 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
277 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
278 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
279
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000280 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
281 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
282
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000283 mMinSwapInterval = 4;
284 mMaxSwapInterval = 0;
285
286 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
287 {
288 mMinSwapInterval = std::min(mMinSwapInterval, 0);
289 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
290 }
291 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
292 {
293 mMinSwapInterval = std::min(mMinSwapInterval, 1);
294 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
295 }
296 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
297 {
298 mMinSwapInterval = std::min(mMinSwapInterval, 2);
299 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
300 }
301 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
302 {
303 mMinSwapInterval = std::min(mMinSwapInterval, 3);
304 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
305 }
306 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
307 {
308 mMinSwapInterval = std::min(mMinSwapInterval, 4);
309 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
310 }
311
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000312 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000313 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000314 {
315 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000316 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
317 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000318
319 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
320 {
321 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
322 {
323 max = j;
324 }
325 }
326 }
327
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000328 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000329 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000330 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000331 continue;
332
333 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000334 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
335 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000336
337 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
338 {
339 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
340 {
341 max = j;
342 }
343 }
344 }
345
346 mMaxSupportedSamples = max;
347
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000348 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
349 static const TCHAR className[] = TEXT("STATIC");
350
351 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
352
353 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
354 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
355
356 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
357 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
358 {
359 return EGL_BAD_ALLOC;
360 }
361
362 if (FAILED(result))
363 {
364 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
365
366 if (FAILED(result))
367 {
368 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
369 return EGL_BAD_ALLOC;
370 }
371 }
372
373 if (mD3d9Ex)
374 {
375 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
376 ASSERT(SUCCEEDED(result));
377 }
378
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000379 mVertexShaderCache.initialize(mDevice);
380 mPixelShaderCache.initialize(mDevice);
381
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000382 // Check occlusion query support
383 IDirect3DQuery9 *occlusionQuery = NULL;
384 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
385 {
386 occlusionQuery->Release();
387 mOcclusionQuerySupport = true;
388 }
389 else
390 {
391 mOcclusionQuerySupport = false;
392 }
393
394 // Check event query support
395 IDirect3DQuery9 *eventQuery = NULL;
396 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
397 {
398 eventQuery->Release();
399 mEventQuerySupport = true;
400 }
401 else
402 {
403 mEventQuerySupport = false;
404 }
405
406 D3DDISPLAYMODE currentDisplayMode;
407 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
408
409 // Check vertex texture support
410 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
411 // We test this using D3D9 by checking support for the R16F format.
412 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
413 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
414 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
415
416 // Check depth texture support
417 // we use INTZ for depth textures in Direct3D9
418 // we also want NULL texture support to ensure the we can make depth-only FBOs
419 // see http://aras-p.info/texts/D3D9GPUHacks.html
420 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
421 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
422 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
423 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
424
425 // Check 32 bit floating point texture support
426 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
427 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
428 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
429 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
430
431 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
432 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
433 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
434 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
435
436 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
437 {
438 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
439 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
440 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
441 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
442 }
443 else
444 {
445 mFloat32TextureSupport = true;
446 }
447
448 // Check 16 bit floating point texture support
449 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
450 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
451 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
452 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
453
454 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
455 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
456 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
457 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
458
459 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
460 {
461 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
462 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
463 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
464 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
465 }
466 else
467 {
468 mFloat16TextureSupport = true;
469 }
470
471 // Check DXT texture support
472 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
473 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
474 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
475
476 // Check luminance[alpha] texture support
477 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
478 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
479
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000480 initializeDevice();
481
482 return EGL_SUCCESS;
483}
484
485// do any one-time device initialization
486// NOTE: this is also needed after a device lost/reset
487// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000488void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000489{
490 // Permanent non-default states
491 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
492 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
493
494 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
495 {
496 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
497 }
498 else
499 {
500 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
501 }
502
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000503 markAllStateDirty();
504
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000505 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000506
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000507 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000508 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000509 mVertexDataManager = new rx::VertexDataManager(this);
510 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000511}
512
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000513D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000514{
515 D3DPRESENT_PARAMETERS presentParameters = {0};
516
517 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
518 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
519 presentParameters.BackBufferCount = 1;
520 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
521 presentParameters.BackBufferWidth = 1;
522 presentParameters.BackBufferHeight = 1;
523 presentParameters.EnableAutoDepthStencil = FALSE;
524 presentParameters.Flags = 0;
525 presentParameters.hDeviceWindow = mDeviceWindow;
526 presentParameters.MultiSampleQuality = 0;
527 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
528 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
529 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
530 presentParameters.Windowed = TRUE;
531
532 return presentParameters;
533}
534
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000535int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000536{
537 D3DDISPLAYMODE currentDisplayMode;
538 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
539
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000540 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
541 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000542 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
543 int numConfigs = 0;
544
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000545 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000546 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000547 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000548
549 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
550
551 if (SUCCEEDED(result))
552 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000553 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000554 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000555 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000556 HRESULT result = D3D_OK;
557
558 if(depthStencilFormat != D3DFMT_UNKNOWN)
559 {
560 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
561 }
562
563 if (SUCCEEDED(result))
564 {
565 if(depthStencilFormat != D3DFMT_UNKNOWN)
566 {
567 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
568 }
569
570 if (SUCCEEDED(result))
571 {
572 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000573 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
574 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000575 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
576 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
577
578 (*configDescList)[numConfigs++] = newConfig;
579 }
580 }
581 }
582 }
583 }
584
585 return numConfigs;
586}
587
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000588void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000589{
590 delete [] (configDescList);
591}
592
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000593void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000594{
595 if (!mSceneStarted)
596 {
597 long result = mDevice->BeginScene();
598 if (SUCCEEDED(result)) {
599 // This is defensive checking against the device being
600 // lost at unexpected times.
601 mSceneStarted = true;
602 }
603 }
604}
605
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000606void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000607{
608 if (mSceneStarted)
609 {
610 // EndScene can fail if the device was lost, for example due
611 // to a TDR during a draw call.
612 mDevice->EndScene();
613 mSceneStarted = false;
614 }
615}
616
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000617void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000618{
619 HRESULT result;
620
621 IDirect3DQuery9* query = allocateEventQuery();
622 if (!query)
623 {
624 return;
625 }
626
627 result = query->Issue(D3DISSUE_END);
628 ASSERT(SUCCEEDED(result));
629
630 do
631 {
632 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
633
634 if(block && result == S_FALSE)
635 {
636 // Keep polling, but allow other threads to do something useful first
637 Sleep(0);
638 // explicitly check for device loss
639 // some drivers seem to return S_FALSE even if the device is lost
640 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000641 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000642 {
643 result = D3DERR_DEVICELOST;
644 }
645 }
646 }
647 while(block && result == S_FALSE);
648
649 freeEventQuery(query);
650
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000651 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000652 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000653 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000654 }
655}
656
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000657SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
658{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000659 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000660}
661
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000662IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000663{
664 IDirect3DQuery9 *query = NULL;
665
666 if (mEventQueryPool.empty())
667 {
668 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
669 ASSERT(SUCCEEDED(result));
670 }
671 else
672 {
673 query = mEventQueryPool.back();
674 mEventQueryPool.pop_back();
675 }
676
677 return query;
678}
679
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000680void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000681{
682 if (mEventQueryPool.size() > 1000)
683 {
684 query->Release();
685 }
686 else
687 {
688 mEventQueryPool.push_back(query);
689 }
690}
691
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000692IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000693{
694 return mVertexShaderCache.create(function, length);
695}
696
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000697IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000698{
699 return mPixelShaderCache.create(function, length);
700}
701
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000702HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
703{
704 D3DPOOL Pool = getBufferPool(Usage);
705 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
706}
707
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000708VertexBuffer *Renderer9::createVertexBuffer()
709{
710 return new VertexBuffer9(this);
711}
712
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000713HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
714{
715 D3DPOOL Pool = getBufferPool(Usage);
716 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
717}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000718
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000719IndexBuffer *Renderer9::createIndexBuffer()
720{
721 return new IndexBuffer9(this);
722}
723
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000724BufferStorage *Renderer9::createBufferStorage()
725{
726 return new BufferStorage9();
727}
728
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000729QueryImpl *Renderer9::createQuery(GLenum type)
730{
731 return new Query9(this, type);
732}
733
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000734FenceImpl *Renderer9::createFence()
735{
736 return new Fence9(this);
737}
738
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000739void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000740{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000741 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
742 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000743
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000744 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000745 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000746 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
747 int d3dSampler = index + d3dSamplerOffset;
748
749 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
750 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
751
752 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
753 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
754 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
755 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
756 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
757 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
758 if (mSupportsTextureFilterAnisotropy)
759 {
760 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
761 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000762 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000763
764 forceSetSamplers[index] = false;
765 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000766}
767
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000768void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000769{
770 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
771 int d3dSampler = index + d3dSamplerOffset;
772 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000773 unsigned int serial = 0;
774 bool forceSetTexture = false;
775
776 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000777
778 if (texture)
779 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000780 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000781 if (texStorage)
782 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000783 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000784 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000785 }
786 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000787 // in the texture class and we're unexpectedly missing the d3d texture
788 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000789
790 serial = texture->getTextureSerial();
791 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000792 }
793
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000794 if (forceSetTexture || appliedSerials[index] != serial)
795 {
796 mDevice->SetTexture(d3dSampler, d3dTexture);
797 }
798
799 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000800}
801
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000802void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000803{
804 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000805
806 if (rasterStateChanged)
807 {
808 // Set the cull mode
809 if (rasterState.cullFace)
810 {
811 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
812 }
813 else
814 {
815 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
816 }
817
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000818 if (rasterState.polygonOffsetFill)
819 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000820 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000821 {
822 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
823
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000824 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000825 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
826 }
827 }
828 else
829 {
830 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
831 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
832 }
833
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000834 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000835 }
836
837 mForceSetRasterState = false;
838}
839
840void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
841{
842 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
843 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
844 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
845
846 if (blendStateChanged || blendColorChanged)
847 {
848 if (blendState.blend)
849 {
850 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
851
852 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
853 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
854 {
855 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
856 }
857 else
858 {
859 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
860 gl::unorm<8>(blendColor.alpha),
861 gl::unorm<8>(blendColor.alpha),
862 gl::unorm<8>(blendColor.alpha)));
863 }
864
865 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
866 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
867 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
868
869 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
870 blendState.destBlendRGB != blendState.destBlendAlpha ||
871 blendState.blendEquationRGB != blendState.blendEquationAlpha)
872 {
873 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
874
875 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
876 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
877 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
878 }
879 else
880 {
881 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
882 }
883 }
884 else
885 {
886 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
887 }
888
889 if (blendState.sampleAlphaToCoverage)
890 {
891 FIXME("Sample alpha to coverage is unimplemented.");
892 }
893
894 // Set the color mask
895 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
896 // Apparently some ATI cards have a bug where a draw with a zero color
897 // write mask can cause later draws to have incorrect results. Instead,
898 // set a nonzero color write mask but modify the blend state so that no
899 // drawing is done.
900 // http://code.google.com/p/angleproject/issues/detail?id=169
901
902 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
903 blendState.colorMaskBlue, blendState.colorMaskAlpha);
904 if (colorMask == 0 && !zeroColorMaskAllowed)
905 {
906 // Enable green channel, but set blending so nothing will be drawn.
907 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
908 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
909
910 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
911 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
912 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
913 }
914 else
915 {
916 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
917 }
918
919 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
920
921 mCurBlendState = blendState;
922 mCurBlendColor = blendColor;
923 }
924
925 if (sampleMaskChanged)
926 {
927 // Set the multisample mask
928 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
929 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
930
931 mCurSampleMask = sampleMask;
932 }
933
934 mForceSetBlendState = false;
935}
936
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000937void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000938 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000939{
940 bool depthStencilStateChanged = mForceSetDepthStencilState ||
941 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000942 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
943 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000944 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000945
946 if (depthStencilStateChanged)
947 {
948 if (depthStencilState.depthTest)
949 {
950 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
951 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
952 }
953 else
954 {
955 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
956 }
957
958 mCurDepthStencilState = depthStencilState;
959 }
960
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000961 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000962 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000963 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000964 {
965 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
966 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
967
968 // FIXME: Unsupported by D3D9
969 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
970 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
971 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
972 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000973 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
975 {
976 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 +0000977 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978 }
979
980 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000981 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000982
983 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
984 depthStencilState.stencilWritemask);
985 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
986 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
987
988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000989 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000990 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
991 depthStencilState.stencilMask);
992
993 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
994 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
995 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
996 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
997 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
998 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
999
1000 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
1001 depthStencilState.stencilBackWritemask);
1002 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
1003 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1004
1005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001006 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001007 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1008 depthStencilState.stencilBackMask);
1009
1010 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1011 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1012 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1013 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1014 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1015 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1016 }
1017 else
1018 {
1019 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1020 }
1021
1022 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1023
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001024 mCurStencilRef = stencilRef;
1025 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001026 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001027 }
1028
1029 mForceSetDepthStencilState = false;
1030}
1031
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001032void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001033{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001034 bool scissorChanged = mForceSetScissor ||
1035 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1036 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001037
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001038 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001039 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001040 if (enabled)
1041 {
1042 RECT rect;
1043 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1044 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1045 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1046 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1047 mDevice->SetScissorRect(&rect);
1048 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001050 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1051
1052 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001053 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001054 }
1055
1056 mForceSetScissor = false;
1057}
1058
daniel@transgaming.com12985182012-12-20 20:56:31 +00001059bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001060 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001061{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001062 gl::Rectangle actualViewport = viewport;
1063 float actualZNear = gl::clamp01(zNear);
1064 float actualZFar = gl::clamp01(zFar);
1065 if (ignoreViewport)
1066 {
1067 actualViewport.x = 0;
1068 actualViewport.y = 0;
1069 actualViewport.width = mRenderTargetDesc.width;
1070 actualViewport.height = mRenderTargetDesc.height;
1071 actualZNear = 0.0f;
1072 actualZFar = 1.0f;
1073 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001074
1075 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001076 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1077 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1078 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1079 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1080 dxViewport.MinZ = actualZNear;
1081 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001082
1083 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1084 {
1085 return false; // Nothing to render
1086 }
1087
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001088 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1089 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090 if (viewportChanged)
1091 {
1092 mDevice->SetViewport(&dxViewport);
1093
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001094 mCurViewport = actualViewport;
1095 mCurNear = actualZNear;
1096 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001097
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001098 dx_VertexConstants vc = {0};
1099 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001100
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001101 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1102 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001103
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001104 pc.viewCoords[0] = actualViewport.width * 0.5f;
1105 pc.viewCoords[1] = actualViewport.height * 0.5f;
1106 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1107 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001108
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001109 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1110 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1111 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1112
1113 vc.depthRange[0] = actualZNear;
1114 vc.depthRange[1] = actualZFar;
1115 vc.depthRange[2] = actualZFar - actualZNear;
1116
1117 pc.depthRange[0] = actualZNear;
1118 pc.depthRange[1] = actualZFar;
1119 pc.depthRange[2] = actualZFar - actualZNear;
1120
1121 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1122 {
1123 mVertexConstants = vc;
1124 mDxUniformsDirty = true;
1125 }
1126
1127 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1128 {
1129 mPixelConstants = pc;
1130 mDxUniformsDirty = true;
1131 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001132 }
1133
1134 mForceSetViewport = false;
1135 return true;
1136}
1137
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001138bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1139{
1140 switch (mode)
1141 {
1142 case GL_POINTS:
1143 mPrimitiveType = D3DPT_POINTLIST;
1144 mPrimitiveCount = count;
1145 break;
1146 case GL_LINES:
1147 mPrimitiveType = D3DPT_LINELIST;
1148 mPrimitiveCount = count / 2;
1149 break;
1150 case GL_LINE_LOOP:
1151 mPrimitiveType = D3DPT_LINESTRIP;
1152 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1153 break;
1154 case GL_LINE_STRIP:
1155 mPrimitiveType = D3DPT_LINESTRIP;
1156 mPrimitiveCount = count - 1;
1157 break;
1158 case GL_TRIANGLES:
1159 mPrimitiveType = D3DPT_TRIANGLELIST;
1160 mPrimitiveCount = count / 3;
1161 break;
1162 case GL_TRIANGLE_STRIP:
1163 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1164 mPrimitiveCount = count - 2;
1165 break;
1166 case GL_TRIANGLE_FAN:
1167 mPrimitiveType = D3DPT_TRIANGLEFAN;
1168 mPrimitiveCount = count - 2;
1169 break;
1170 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001171 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001172 }
1173
1174 return mPrimitiveCount > 0;
1175}
1176
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001177
1178gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1179{
1180 if (!depthbuffer)
1181 {
1182 ERR("Unexpected null depthbuffer for depth-only FBO.");
1183 return NULL;
1184 }
1185
1186 GLsizei width = depthbuffer->getWidth();
1187 GLsizei height = depthbuffer->getHeight();
1188
1189 // search cached nullcolorbuffers
1190 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1191 {
1192 if (mNullColorbufferCache[i].buffer != NULL &&
1193 mNullColorbufferCache[i].width == width &&
1194 mNullColorbufferCache[i].height == height)
1195 {
1196 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1197 return mNullColorbufferCache[i].buffer;
1198 }
1199 }
1200
1201 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1202
1203 // add nullbuffer to the cache
1204 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1205 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1206 {
1207 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1208 {
1209 oldest = &mNullColorbufferCache[i];
1210 }
1211 }
1212
1213 delete oldest->buffer;
1214 oldest->buffer = nullbuffer;
1215 oldest->lruCount = ++mMaxNullColorbufferLRU;
1216 oldest->width = width;
1217 oldest->height = height;
1218
1219 return nullbuffer;
1220}
1221
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001222bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001223{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001224 // if there is no color attachment we must synthesize a NULL colorattachment
1225 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1226 gl::Renderbuffer *renderbufferObject = NULL;
1227 if (framebuffer->getColorbufferType() != GL_NONE)
1228 {
1229 renderbufferObject = framebuffer->getColorbuffer();
1230 }
1231 else
1232 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001233 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001234 }
1235 if (!renderbufferObject)
1236 {
1237 ERR("unable to locate renderbuffer for FBO.");
1238 return false;
1239 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001240
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001241 bool renderTargetChanged = false;
1242 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1243 if (renderTargetSerial != mAppliedRenderTargetSerial)
1244 {
1245 // Apply the render target on the device
1246 IDirect3DSurface9 *renderTargetSurface = NULL;
1247
1248 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1249 if (renderTarget)
1250 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001251 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001252 }
1253
1254 if (!renderTargetSurface)
1255 {
1256 ERR("render target pointer unexpectedly null.");
1257 return false; // Context must be lost
1258 }
1259
1260 mDevice->SetRenderTarget(0, renderTargetSurface);
1261 renderTargetSurface->Release();
1262
1263 mAppliedRenderTargetSerial = renderTargetSerial;
1264 renderTargetChanged = true;
1265 }
1266
1267 gl::Renderbuffer *depthStencil = NULL;
1268 unsigned int depthbufferSerial = 0;
1269 unsigned int stencilbufferSerial = 0;
1270 if (framebuffer->getDepthbufferType() != GL_NONE)
1271 {
1272 depthStencil = framebuffer->getDepthbuffer();
1273 if (!depthStencil)
1274 {
1275 ERR("Depth stencil pointer unexpectedly null.");
1276 return false;
1277 }
1278
1279 depthbufferSerial = depthStencil->getSerial();
1280 }
1281 else if (framebuffer->getStencilbufferType() != GL_NONE)
1282 {
1283 depthStencil = framebuffer->getStencilbuffer();
1284 if (!depthStencil)
1285 {
1286 ERR("Depth stencil pointer unexpectedly null.");
1287 return false;
1288 }
1289
1290 stencilbufferSerial = depthStencil->getSerial();
1291 }
1292
1293 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1294 stencilbufferSerial != mAppliedStencilbufferSerial ||
1295 !mDepthStencilInitialized)
1296 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001297 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001298 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001299
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001300 // Apply the depth stencil on the device
1301 if (depthStencil)
1302 {
1303 IDirect3DSurface9 *depthStencilSurface = NULL;
1304 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1305
1306 if (depthStencilRenderTarget)
1307 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001308 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001309 }
1310
1311 if (!depthStencilSurface)
1312 {
1313 ERR("depth stencil pointer unexpectedly null.");
1314 return false; // Context must be lost
1315 }
1316
1317 mDevice->SetDepthStencilSurface(depthStencilSurface);
1318 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001319
1320 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001321 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001322 }
1323 else
1324 {
1325 mDevice->SetDepthStencilSurface(NULL);
1326 }
1327
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001328 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1329 {
1330 mCurDepthSize = depthSize;
1331 mForceSetRasterState = true;
1332 }
1333
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001334 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1335 {
1336 mCurStencilSize = stencilSize;
1337 mForceSetDepthStencilState = true;
1338 }
1339
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001340 mAppliedDepthbufferSerial = depthbufferSerial;
1341 mAppliedStencilbufferSerial = stencilbufferSerial;
1342 mDepthStencilInitialized = true;
1343 }
1344
1345 if (renderTargetChanged || !mRenderTargetDescInitialized)
1346 {
1347 mForceSetScissor = true;
1348 mForceSetViewport = true;
1349
1350 mRenderTargetDesc.width = renderbufferObject->getWidth();
1351 mRenderTargetDesc.height = renderbufferObject->getHeight();
1352 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1353 mRenderTargetDescInitialized = true;
1354 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001355
1356 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001357}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001358
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001359GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001360{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001361 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001362 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1363 if (err != GL_NO_ERROR)
1364 {
1365 return err;
1366 }
1367
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001368 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1369}
1370
1371// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001372GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001373{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001374 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001375
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001376 if (err == GL_NO_ERROR)
1377 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001378 // Directly binding the storage buffer is not supported for d3d9
1379 ASSERT(indexInfo->storage == NULL);
1380
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001381 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001382 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001383 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1384
1385 mDevice->SetIndices(indexBuffer->getBuffer());
1386 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001387 }
1388 }
1389
1390 return err;
1391}
1392
1393void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1394{
1395 startScene();
1396
1397 if (mode == GL_LINE_LOOP)
1398 {
1399 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1400 }
1401 else if (instances > 0)
1402 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001403 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001404 if (countingIB)
1405 {
1406 if (mAppliedIBSerial != countingIB->getSerial())
1407 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001408 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1409
1410 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001411 mAppliedIBSerial = countingIB->getSerial();
1412 }
1413
1414 for (int i = 0; i < mRepeatDraw; i++)
1415 {
1416 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1417 }
1418 }
1419 else
1420 {
1421 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001422 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001423 }
1424 }
1425 else // Regular case
1426 {
1427 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1428 }
1429}
1430
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001431void 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 +00001432{
1433 startScene();
1434
1435 if (mode == GL_LINE_LOOP)
1436 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001437 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001438 }
1439 else
1440 {
1441 for (int i = 0; i < mRepeatDraw; i++)
1442 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001443 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1444 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445 }
1446 }
1447}
1448
1449void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1450{
1451 // Get the raw indices for an indexed draw
1452 if (type != GL_NONE && elementArrayBuffer)
1453 {
1454 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001455 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001456 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001457 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001458 }
1459
1460 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001461
1462 if (get32BitIndexSupport())
1463 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001464 if (!mLineLoopIB)
1465 {
1466 mLineLoopIB = new StreamingIndexBufferInterface(this);
1467 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1468 {
1469 delete mLineLoopIB;
1470 mLineLoopIB = NULL;
1471
1472 ERR("Could not create a 32-bit looping 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 }
1475 }
1476
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001477 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001478 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001479 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001481 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001482 }
1483
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001484 void* mappedMemory = NULL;
1485 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1486 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001487 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001488 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001489 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001491
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001492 startIndex = static_cast<UINT>(offset) / 4;
1493 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1494
1495 switch (type)
1496 {
1497 case GL_NONE: // Non-indexed draw
1498 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001499 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001500 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001501 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001502 data[count] = 0;
1503 break;
1504 case GL_UNSIGNED_BYTE:
1505 for (int i = 0; i < count; i++)
1506 {
1507 data[i] = static_cast<const GLubyte*>(indices)[i];
1508 }
1509 data[count] = static_cast<const GLubyte*>(indices)[0];
1510 break;
1511 case GL_UNSIGNED_SHORT:
1512 for (int i = 0; i < count; i++)
1513 {
1514 data[i] = static_cast<const GLushort*>(indices)[i];
1515 }
1516 data[count] = static_cast<const GLushort*>(indices)[0];
1517 break;
1518 case GL_UNSIGNED_INT:
1519 for (int i = 0; i < count; i++)
1520 {
1521 data[i] = static_cast<const GLuint*>(indices)[i];
1522 }
1523 data[count] = static_cast<const GLuint*>(indices)[0];
1524 break;
1525 default: UNREACHABLE();
1526 }
1527
1528 if (!mLineLoopIB->unmapBuffer())
1529 {
1530 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001531 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001532 }
1533 }
1534 else
1535 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 if (!mLineLoopIB)
1537 {
1538 mLineLoopIB = new StreamingIndexBufferInterface(this);
1539 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1540 {
1541 delete mLineLoopIB;
1542 mLineLoopIB = NULL;
1543
1544 ERR("Could not create a 16-bit looping 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 }
1547 }
1548
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001549 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001550 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001551 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001553 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001554 }
1555
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 void* mappedMemory = NULL;
1557 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1558 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001559 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001560 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001561 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001563
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001564 startIndex = static_cast<UINT>(offset) / 2;
1565 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1566
1567 switch (type)
1568 {
1569 case GL_NONE: // Non-indexed draw
1570 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001571 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001572 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001573 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001574 data[count] = 0;
1575 break;
1576 case GL_UNSIGNED_BYTE:
1577 for (int i = 0; i < count; i++)
1578 {
1579 data[i] = static_cast<const GLubyte*>(indices)[i];
1580 }
1581 data[count] = static_cast<const GLubyte*>(indices)[0];
1582 break;
1583 case GL_UNSIGNED_SHORT:
1584 for (int i = 0; i < count; i++)
1585 {
1586 data[i] = static_cast<const GLushort*>(indices)[i];
1587 }
1588 data[count] = static_cast<const GLushort*>(indices)[0];
1589 break;
1590 case GL_UNSIGNED_INT:
1591 for (int i = 0; i < count; i++)
1592 {
1593 data[i] = static_cast<const GLuint*>(indices)[i];
1594 }
1595 data[count] = static_cast<const GLuint*>(indices)[0];
1596 break;
1597 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001598 }
1599
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001600 if (!mLineLoopIB->unmapBuffer())
1601 {
1602 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001603 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001604 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001605 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001606
1607 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001608 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001609 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1610
1611 mDevice->SetIndices(indexBuffer->getBuffer());
1612 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001613 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001614
1615 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001616}
1617
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001618void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1619{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001620 unsigned int programBinarySerial = programBinary->getSerial();
1621 if (programBinarySerial != mAppliedProgramBinarySerial)
1622 {
1623 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1624 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001625
daniel@transgaming.come4991412012-12-20 20:55:34 +00001626 IDirect3DVertexShader9 *vertexShader = NULL;
1627 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001628
daniel@transgaming.come4991412012-12-20 20:55:34 +00001629 IDirect3DPixelShader9 *pixelShader = NULL;
1630 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001631
daniel@transgaming.come4991412012-12-20 20:55:34 +00001632 mDevice->SetPixelShader(pixelShader);
1633 mDevice->SetVertexShader(vertexShader);
1634 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001635 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001636
1637 mAppliedProgramBinarySerial = programBinarySerial;
1638 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001639}
1640
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001641void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001642{
1643 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1644 {
1645 gl::Uniform *targetUniform = *ub;
1646
1647 if (targetUniform->dirty)
1648 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001649 GLfloat *f = (GLfloat*)targetUniform->data;
1650 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001651
1652 switch (targetUniform->type)
1653 {
1654 case GL_SAMPLER_2D:
1655 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001656 break;
1657 case GL_BOOL:
1658 case GL_BOOL_VEC2:
1659 case GL_BOOL_VEC3:
1660 case GL_BOOL_VEC4:
1661 applyUniformnbv(targetUniform, i);
1662 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001663 case GL_FLOAT:
1664 case GL_FLOAT_VEC2:
1665 case GL_FLOAT_VEC3:
1666 case GL_FLOAT_VEC4:
1667 case GL_FLOAT_MAT2:
1668 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001669 case GL_FLOAT_MAT4:
1670 applyUniformnfv(targetUniform, f);
1671 break;
1672 case GL_INT:
1673 case GL_INT_VEC2:
1674 case GL_INT_VEC3:
1675 case GL_INT_VEC4:
1676 applyUniformniv(targetUniform, i);
1677 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001678 default:
1679 UNREACHABLE();
1680 }
1681
1682 targetUniform->dirty = false;
1683 }
1684 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001685
1686 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001687 if (mDxUniformsDirty)
1688 {
1689 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1690 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1691 mDxUniformsDirty = false;
1692 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001693}
1694
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001695void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001696{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001697 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001698 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001699 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001700 }
1701
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001702 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001703 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001704 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001705 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001706}
1707
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001708void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001709{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001710 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1711 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001712
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001713 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001714 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001715 vector[i][0] = (GLfloat)v[4 * i + 0];
1716 vector[i][1] = (GLfloat)v[4 * i + 1];
1717 vector[i][2] = (GLfloat)v[4 * i + 2];
1718 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001719 }
1720
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001721 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001722}
1723
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001724void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001726 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1727 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001729 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001730 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001731 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1732 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1733 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1734 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001735 }
1736
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001737 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001738}
1739
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001740void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001741{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001742 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1743 gl::unorm<8>(clearParams.colorClearValue.red),
1744 gl::unorm<8>(clearParams.colorClearValue.green),
1745 gl::unorm<8>(clearParams.colorClearValue.blue));
1746 float depth = gl::clamp01(clearParams.depthClearValue);
1747 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001748
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001749 unsigned int stencilUnmasked = 0x0;
1750 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1751 {
1752 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1753 stencilUnmasked = (0x1 << stencilSize) - 1;
1754 }
1755
1756 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1757
1758 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1759 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1760 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1761 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1762 clearParams.colorMaskBlue && alphaUnmasked);
1763
1764 if (needMaskedColorClear || needMaskedStencilClear)
1765 {
1766 // State which is altered in all paths from this point to the clear call is saved.
1767 // State which is altered in only some paths will be flagged dirty in the case that
1768 // that path is taken.
1769 HRESULT hr;
1770 if (mMaskedClearSavedState == NULL)
1771 {
1772 hr = mDevice->BeginStateBlock();
1773 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1774
1775 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1776 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1777 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1778 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1779 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1780 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1781 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1782 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1783 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1784 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1785 mDevice->SetPixelShader(NULL);
1786 mDevice->SetVertexShader(NULL);
1787 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1788 mDevice->SetStreamSource(0, NULL, 0, 0);
1789 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1790 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1791 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1792 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1793 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1794 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1795 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1796
1797 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1798 {
1799 mDevice->SetStreamSourceFreq(i, 1);
1800 }
1801
1802 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1803 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1804 }
1805
1806 ASSERT(mMaskedClearSavedState != NULL);
1807
1808 if (mMaskedClearSavedState != NULL)
1809 {
1810 hr = mMaskedClearSavedState->Capture();
1811 ASSERT(SUCCEEDED(hr));
1812 }
1813
1814 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1815 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1816 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1817 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1818 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1819 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1820 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1821 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1822
1823 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1824 {
1825 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1826 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1827 clearParams.colorMaskGreen,
1828 clearParams.colorMaskBlue,
1829 clearParams.colorMaskAlpha));
1830 }
1831 else
1832 {
1833 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1834 }
1835
1836 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1837 {
1838 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1839 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1840 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1841 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1842 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1843 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1844 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1845 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1846 }
1847 else
1848 {
1849 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1850 }
1851
1852 mDevice->SetPixelShader(NULL);
1853 mDevice->SetVertexShader(NULL);
1854 mDevice->SetFVF(D3DFVF_XYZRHW);
1855 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1856 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1857 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1858 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1859 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1860 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1861 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1862
1863 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1864 {
1865 mDevice->SetStreamSourceFreq(i, 1);
1866 }
1867
1868 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1869 quad[0][0] = -0.5f;
1870 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1871 quad[0][2] = 0.0f;
1872 quad[0][3] = 1.0f;
1873
1874 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1875 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1876 quad[1][2] = 0.0f;
1877 quad[1][3] = 1.0f;
1878
1879 quad[2][0] = -0.5f;
1880 quad[2][1] = -0.5f;
1881 quad[2][2] = 0.0f;
1882 quad[2][3] = 1.0f;
1883
1884 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1885 quad[3][1] = -0.5f;
1886 quad[3][2] = 0.0f;
1887 quad[3][3] = 1.0f;
1888
1889 startScene();
1890 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1891
1892 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1893 {
1894 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1895 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1896 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1897 }
1898
1899 if (mMaskedClearSavedState != NULL)
1900 {
1901 mMaskedClearSavedState->Apply();
1902 }
1903 }
1904 else if (clearParams.mask)
1905 {
1906 DWORD dxClearFlags = 0;
1907 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1908 {
1909 dxClearFlags |= D3DCLEAR_TARGET;
1910 }
1911 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1912 {
1913 dxClearFlags |= D3DCLEAR_ZBUFFER;
1914 }
1915 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1916 {
1917 dxClearFlags |= D3DCLEAR_STENCIL;
1918 }
1919
1920 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1921 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001922}
1923
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001924void Renderer9::markAllStateDirty()
1925{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001926 mAppliedRenderTargetSerial = 0;
1927 mAppliedDepthbufferSerial = 0;
1928 mAppliedStencilbufferSerial = 0;
1929 mDepthStencilInitialized = false;
1930 mRenderTargetDescInitialized = false;
1931
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001932 mForceSetDepthStencilState = true;
1933 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001934 mForceSetScissor = true;
1935 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001936 mForceSetBlendState = true;
1937
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001938 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001939 {
1940 mForceSetVertexSamplerStates[i] = true;
1941 mCurVertexTextureSerials[i] = 0;
1942 }
1943 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1944 {
1945 mForceSetPixelSamplerStates[i] = true;
1946 mCurPixelTextureSerials[i] = 0;
1947 }
1948
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001949 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001950 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001951 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001952
1953 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001954}
1955
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001956void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001957{
1958 while (!mEventQueryPool.empty())
1959 {
1960 mEventQueryPool.back()->Release();
1961 mEventQueryPool.pop_back();
1962 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001963
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001964 if (mMaskedClearSavedState)
1965 {
1966 mMaskedClearSavedState->Release();
1967 mMaskedClearSavedState = NULL;
1968 }
1969
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001970 mVertexShaderCache.clear();
1971 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001972
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001973 delete mBlit;
1974 mBlit = NULL;
1975
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001976 delete mVertexDataManager;
1977 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001978
1979 delete mIndexDataManager;
1980 mIndexDataManager = NULL;
1981
1982 delete mLineLoopIB;
1983 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001984
1985 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1986 {
1987 delete mNullColorbufferCache[i].buffer;
1988 mNullColorbufferCache[i].buffer = NULL;
1989 }
1990
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001991}
1992
1993
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001994void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001995{
1996 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001997 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001998}
1999
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002000bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002001{
2002 return mDeviceLost;
2003}
2004
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002005// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002006bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002007{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002008 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002009
2010 if (mDeviceEx)
2011 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002012 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002013 }
2014 else if (mDevice)
2015 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002016 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002017 }
2018 else
2019 {
2020 // No device yet, so no reset required
2021 }
2022
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002023 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2024
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002025 if (isLost)
2026 {
2027 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002028 // we'll probably get this done again by notifyDeviceLost
2029 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002030 // Note that we don't want to clear the device loss status here
2031 // -- this needs to be done by resetDevice
2032 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002033 if (notify)
2034 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002035 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002036 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002037 }
2038
2039 return isLost;
2040}
2041
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002042bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002043{
2044 HRESULT status = D3D_OK;
2045
2046 if (mDeviceEx)
2047 {
2048 status = mDeviceEx->CheckDeviceState(NULL);
2049 }
2050 else if (mDevice)
2051 {
2052 status = mDevice->TestCooperativeLevel();
2053 }
2054
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002055 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2056 // On some systems, they return S_PRESENT_MODE_CHANGED
2057 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002058 switch (status)
2059 {
2060 case D3DERR_DEVICENOTRESET:
2061 case D3DERR_DEVICEHUNG:
2062 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002063 case S_PRESENT_MODE_CHANGED:
2064 case D3DERR_DEVICELOST:
2065 return (mDeviceEx != NULL);
2066 case D3DERR_DEVICEREMOVED:
2067 UNIMPLEMENTED();
2068 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002069 default:
2070 return false;
2071 }
2072}
2073
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002074bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002075{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002076 releaseDeviceResources();
2077
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002078 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2079
2080 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002081 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002082 int attempts = 3;
2083
2084 while (lost && attempts > 0)
2085 {
2086 if (mDeviceEx)
2087 {
2088 Sleep(500); // Give the graphics driver some CPU time
2089 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2090 }
2091 else
2092 {
2093 result = mDevice->TestCooperativeLevel();
2094 while (result == D3DERR_DEVICELOST)
2095 {
2096 Sleep(100); // Give the graphics driver some CPU time
2097 result = mDevice->TestCooperativeLevel();
2098 }
2099
2100 if (result == D3DERR_DEVICENOTRESET)
2101 {
2102 result = mDevice->Reset(&presentParameters);
2103 }
2104 }
2105
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002106 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002107 attempts --;
2108 }
2109
2110 if (FAILED(result))
2111 {
2112 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2113 return false;
2114 }
2115
2116 // reset device defaults
2117 initializeDevice();
2118 mDeviceLost = false;
2119
2120 return true;
2121}
2122
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002123DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002124{
2125 return mAdapterIdentifier.VendorId;
2126}
2127
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002128std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002129{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002130 std::ostringstream rendererString;
2131
2132 rendererString << mAdapterIdentifier.Description;
2133 if (getShareHandleSupport())
2134 {
2135 rendererString << " Direct3D9Ex";
2136 }
2137 else
2138 {
2139 rendererString << " Direct3D9";
2140 }
2141
2142 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2143 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2144
2145 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002146}
2147
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002148GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002149{
2150 return mAdapterIdentifier.DeviceIdentifier;
2151}
2152
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002153void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002154{
2155 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2156 {
2157 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2158 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2159
2160 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2161 }
2162}
2163
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002164bool Renderer9::getBGRATextureSupport() const
2165{
2166 // DirectX 9 always supports BGRA
2167 return true;
2168}
2169
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002170bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002171{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002172 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002173}
2174
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002175bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002176{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002177 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002178}
2179
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002180bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002181{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002182 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002183}
2184
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002185bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002186{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002187 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002188}
2189
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002190bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002191{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002192 *filtering = mFloat32FilterSupport;
2193 *renderable = mFloat32RenderSupport;
2194 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002195}
2196
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002197bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002198{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002199 *filtering = mFloat16FilterSupport;
2200 *renderable = mFloat16RenderSupport;
2201 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002202}
2203
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002204bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002205{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002206 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002207}
2208
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002209bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002210{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002211 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002212}
2213
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002214bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002215{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002216 return mSupportsTextureFilterAnisotropy;
2217}
2218
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002219float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002220{
2221 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002222 {
2223 return mDeviceCaps.MaxAnisotropy;
2224 }
2225 return 1.0f;
2226}
2227
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002228bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002229{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002230 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002231}
2232
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002233unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002234{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002235 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2236 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002237}
2238
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002239unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2240{
2241 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2242}
2243
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002244unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002245{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002246 return 2; // dx_HalfPixelSize and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002247}
2248
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002249unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002250{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002251 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002252}
2253
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002254unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002255{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002256 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2257}
2258
2259unsigned int Renderer9::getMaxFragmentUniformVectors() const
2260{
2261 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2262
2263 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2264}
2265
2266unsigned int Renderer9::getMaxVaryingVectors() const
2267{
2268 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002269}
2270
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002271bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002272{
2273 return mSupportsNonPower2Textures;
2274}
2275
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002276bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002277{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002278 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002279}
2280
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002281bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002282{
2283 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2284}
2285
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002286bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002287{
2288 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002289 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002290}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002291
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002292bool Renderer9::getDerivativeInstructionSupport() const
2293{
2294 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2295}
2296
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002297bool Renderer9::getPostSubBufferSupport() const
2298{
2299 return true;
2300}
2301
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002302int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002303{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002304 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002305}
2306
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002307float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002308{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002309 // Point size clamped at 1.0f for SM2
2310 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002311}
2312
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002313int Renderer9::getMaxViewportDimension() const
2314{
2315 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2316 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2317 return maxTextureDimension;
2318}
2319
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002320int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002321{
2322 return (int)mDeviceCaps.MaxTextureWidth;
2323}
2324
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002325int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002326{
2327 return (int)mDeviceCaps.MaxTextureHeight;
2328}
2329
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002330bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002331{
2332 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2333}
2334
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002335DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002336{
2337 return mDeviceCaps.DeclTypes;
2338}
2339
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002340int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002341{
2342 return mMinSwapInterval;
2343}
2344
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002345int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002346{
2347 return mMaxSwapInterval;
2348}
2349
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002350int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002351{
2352 return mMaxSupportedSamples;
2353}
2354
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002355int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002356{
2357 if (requested == 0)
2358 {
2359 return requested;
2360 }
2361
2362 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2363 if (itr == mMultiSampleSupport.end())
2364 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002365 if (format == D3DFMT_UNKNOWN)
2366 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002367 return -1;
2368 }
2369
2370 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2371 {
2372 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2373 {
2374 return i;
2375 }
2376 }
2377
2378 return -1;
2379}
2380
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002381D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2382{
2383 switch (internalformat)
2384 {
2385 case GL_DEPTH_COMPONENT16:
2386 case GL_DEPTH_COMPONENT32_OES:
2387 case GL_DEPTH24_STENCIL8_OES:
2388 return D3DFMT_INTZ;
2389 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2390 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2391 return D3DFMT_DXT1;
2392 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2393 return D3DFMT_DXT3;
2394 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2395 return D3DFMT_DXT5;
2396 case GL_RGBA32F_EXT:
2397 case GL_RGB32F_EXT:
2398 case GL_ALPHA32F_EXT:
2399 case GL_LUMINANCE32F_EXT:
2400 case GL_LUMINANCE_ALPHA32F_EXT:
2401 return D3DFMT_A32B32G32R32F;
2402 case GL_RGBA16F_EXT:
2403 case GL_RGB16F_EXT:
2404 case GL_ALPHA16F_EXT:
2405 case GL_LUMINANCE16F_EXT:
2406 case GL_LUMINANCE_ALPHA16F_EXT:
2407 return D3DFMT_A16B16G16R16F;
2408 case GL_LUMINANCE8_EXT:
2409 if (getLuminanceTextureSupport())
2410 {
2411 return D3DFMT_L8;
2412 }
2413 break;
2414 case GL_LUMINANCE8_ALPHA8_EXT:
2415 if (getLuminanceAlphaTextureSupport())
2416 {
2417 return D3DFMT_A8L8;
2418 }
2419 break;
2420 case GL_RGB8_OES:
2421 case GL_RGB565:
2422 return D3DFMT_X8R8G8B8;
2423 }
2424
2425 return D3DFMT_A8R8G8B8;
2426}
2427
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002428bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002429{
2430 bool result = false;
2431
2432 if (source && dest)
2433 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002434 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2435 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002436
2437 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002438 for (int i = 0; i < levels; ++i)
2439 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002440 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2441 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002442
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002443 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002444
2445 if (srcSurf) srcSurf->Release();
2446 if (dstSurf) dstSurf->Release();
2447
2448 if (!result)
2449 return false;
2450 }
2451 }
2452
2453 return result;
2454}
2455
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002456bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002457{
2458 bool result = false;
2459
2460 if (source && dest)
2461 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002462 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2463 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002464 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002465 for (int f = 0; f < 6; f++)
2466 {
2467 for (int i = 0; i < levels; i++)
2468 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002469 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2470 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002471
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002472 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002473
2474 if (srcSurf) srcSurf->Release();
2475 if (dstSurf) dstSurf->Release();
2476
2477 if (!result)
2478 return false;
2479 }
2480 }
2481 }
2482
2483 return result;
2484}
2485
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002486D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002487{
2488 if (mD3d9Ex != NULL)
2489 {
2490 return D3DPOOL_DEFAULT;
2491 }
2492 else
2493 {
2494 if (!(usage & D3DUSAGE_DYNAMIC))
2495 {
2496 return D3DPOOL_MANAGED;
2497 }
2498 }
2499
2500 return D3DPOOL_DEFAULT;
2501}
2502
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002503bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002504 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002505{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002506 RECT rect;
2507 rect.left = sourceRect.x;
2508 rect.top = sourceRect.y;
2509 rect.right = sourceRect.x + sourceRect.width;
2510 rect.bottom = sourceRect.y + sourceRect.height;
2511
2512 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002513}
2514
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002515bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002516 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002517{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002518 RECT rect;
2519 rect.left = sourceRect.x;
2520 rect.top = sourceRect.y;
2521 rect.right = sourceRect.x + sourceRect.width;
2522 rect.bottom = sourceRect.y + sourceRect.height;
2523
2524 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002525}
2526
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002527bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002528 bool blitRenderTarget, bool blitDepthStencil)
2529{
2530 endScene();
2531
2532 if (blitRenderTarget)
2533 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002534 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2535 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2536 RenderTarget9 *readRenderTarget = NULL;
2537 RenderTarget9 *drawRenderTarget = NULL;
2538 IDirect3DSurface9* readSurface = NULL;
2539 IDirect3DSurface9* drawSurface = NULL;
2540
2541 if (readBuffer)
2542 {
2543 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2544 }
2545 if (drawBuffer)
2546 {
2547 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2548 }
2549
2550 if (readRenderTarget)
2551 {
2552 readSurface = readRenderTarget->getSurface();
2553 }
2554 if (drawRenderTarget)
2555 {
2556 drawSurface = drawRenderTarget->getSurface();
2557 }
2558
2559 if (!readSurface || !drawSurface)
2560 {
2561 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002562 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002563 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002564
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002565 RECT srcRect;
2566 srcRect.left = readRect.x;
2567 srcRect.right = readRect.x + readRect.width;
2568 srcRect.top = readRect.y;
2569 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002570
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002571 RECT dstRect;
2572 dstRect.left = drawRect.x;
2573 dstRect.right = drawRect.x + drawRect.width;
2574 dstRect.top = drawRect.y;
2575 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002576
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002577 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002578
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002579 readSurface->Release();
2580 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002581
2582 if (FAILED(result))
2583 {
2584 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2585 return false;
2586 }
2587 }
2588
2589 if (blitDepthStencil)
2590 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002591 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2592 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2593 RenderTarget9 *readDepthStencil = NULL;
2594 RenderTarget9 *drawDepthStencil = NULL;
2595 IDirect3DSurface9* readSurface = NULL;
2596 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002597
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002598 if (readBuffer)
2599 {
2600 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2601 }
2602 if (drawBuffer)
2603 {
2604 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2605 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002606
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002607 if (readDepthStencil)
2608 {
2609 readSurface = readDepthStencil->getSurface();
2610 }
2611 if (drawDepthStencil)
2612 {
2613 drawSurface = drawDepthStencil->getSurface();
2614 }
2615
2616 if (!readSurface || !drawSurface)
2617 {
2618 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002619 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002620 }
2621
2622 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2623
2624 readSurface->Release();
2625 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002626
2627 if (FAILED(result))
2628 {
2629 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2630 return false;
2631 }
2632 }
2633
2634 return true;
2635}
2636
2637void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2638 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2639{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002640 RenderTarget9 *renderTarget = NULL;
2641 IDirect3DSurface9 *surface = NULL;
2642 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2643
2644 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002645 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002646 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2647 }
2648
2649 if (renderTarget)
2650 {
2651 surface = renderTarget->getSurface();
2652 }
2653
2654 if (!surface)
2655 {
2656 // context must be lost
2657 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002658 }
2659
2660 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002661 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002662
2663 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2664 {
2665 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002666 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002667 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002668 }
2669
2670 HRESULT result;
2671 IDirect3DSurface9 *systemSurface = NULL;
2672 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2673 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2674 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2675 if (directToPixels)
2676 {
2677 // Use the pixels ptr as a shared handle to write directly into client's memory
2678 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2679 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2680 if (FAILED(result))
2681 {
2682 // Try again without the shared handle
2683 directToPixels = false;
2684 }
2685 }
2686
2687 if (!directToPixels)
2688 {
2689 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2690 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2691 if (FAILED(result))
2692 {
2693 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002694 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002695 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002696 }
2697 }
2698
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002699 result = mDevice->GetRenderTargetData(surface, systemSurface);
2700 surface->Release();
2701 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002702
2703 if (FAILED(result))
2704 {
2705 systemSurface->Release();
2706
2707 // It turns out that D3D will sometimes produce more error
2708 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002709 if (d3d9::isDeviceLostError(result))
2710 {
2711 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002712 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002713 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002714 else
2715 {
2716 UNREACHABLE();
2717 return;
2718 }
2719
2720 }
2721
2722 if (directToPixels)
2723 {
2724 systemSurface->Release();
2725 return;
2726 }
2727
2728 RECT rect;
2729 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2730 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2731 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2732 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2733
2734 D3DLOCKED_RECT lock;
2735 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2736
2737 if (FAILED(result))
2738 {
2739 UNREACHABLE();
2740 systemSurface->Release();
2741
2742 return; // No sensible error to generate
2743 }
2744
2745 unsigned char *dest = (unsigned char*)pixels;
2746 unsigned short *dest16 = (unsigned short*)pixels;
2747
2748 unsigned char *source;
2749 int inputPitch;
2750 if (packReverseRowOrder)
2751 {
2752 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2753 inputPitch = -lock.Pitch;
2754 }
2755 else
2756 {
2757 source = (unsigned char*)lock.pBits;
2758 inputPitch = lock.Pitch;
2759 }
2760
2761 unsigned int fastPixelSize = 0;
2762
2763 if (desc.Format == D3DFMT_A8R8G8B8 &&
2764 format == GL_BGRA_EXT &&
2765 type == GL_UNSIGNED_BYTE)
2766 {
2767 fastPixelSize = 4;
2768 }
2769 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2770 format == GL_BGRA_EXT &&
2771 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2772 (desc.Format == D3DFMT_A1R5G5B5 &&
2773 format == GL_BGRA_EXT &&
2774 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2775 {
2776 fastPixelSize = 2;
2777 }
2778 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2779 format == GL_RGBA &&
2780 type == GL_HALF_FLOAT_OES)
2781 {
2782 fastPixelSize = 8;
2783 }
2784 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2785 format == GL_RGBA &&
2786 type == GL_FLOAT)
2787 {
2788 fastPixelSize = 16;
2789 }
2790
2791 for (int j = 0; j < rect.bottom - rect.top; j++)
2792 {
2793 if (fastPixelSize != 0)
2794 {
2795 // Fast path for formats which require no translation:
2796 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2797 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2798 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2799 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2800 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2801 //
2802 // Note that buffers with no alpha go through the slow path below.
2803 memcpy(dest + j * outputPitch,
2804 source + j * inputPitch,
2805 (rect.right - rect.left) * fastPixelSize);
2806 continue;
2807 }
2808
2809 for (int i = 0; i < rect.right - rect.left; i++)
2810 {
2811 float r;
2812 float g;
2813 float b;
2814 float a;
2815
2816 switch (desc.Format)
2817 {
2818 case D3DFMT_R5G6B5:
2819 {
2820 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2821
2822 a = 1.0f;
2823 b = (rgb & 0x001F) * (1.0f / 0x001F);
2824 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2825 r = (rgb & 0xF800) * (1.0f / 0xF800);
2826 }
2827 break;
2828 case D3DFMT_A1R5G5B5:
2829 {
2830 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2831
2832 a = (argb & 0x8000) ? 1.0f : 0.0f;
2833 b = (argb & 0x001F) * (1.0f / 0x001F);
2834 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2835 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2836 }
2837 break;
2838 case D3DFMT_A8R8G8B8:
2839 {
2840 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2841
2842 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2843 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2844 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2845 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2846 }
2847 break;
2848 case D3DFMT_X8R8G8B8:
2849 {
2850 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2851
2852 a = 1.0f;
2853 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2854 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2855 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2856 }
2857 break;
2858 case D3DFMT_A2R10G10B10:
2859 {
2860 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2861
2862 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2863 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2864 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2865 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2866 }
2867 break;
2868 case D3DFMT_A32B32G32R32F:
2869 {
2870 // float formats in D3D are stored rgba, rather than the other way round
2871 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2872 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2873 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2874 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2875 }
2876 break;
2877 case D3DFMT_A16B16G16R16F:
2878 {
2879 // float formats in D3D are stored rgba, rather than the other way round
2880 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2881 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2882 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2883 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2884 }
2885 break;
2886 default:
2887 UNIMPLEMENTED(); // FIXME
2888 UNREACHABLE();
2889 return;
2890 }
2891
2892 switch (format)
2893 {
2894 case GL_RGBA:
2895 switch (type)
2896 {
2897 case GL_UNSIGNED_BYTE:
2898 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2899 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2900 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2901 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2902 break;
2903 default: UNREACHABLE();
2904 }
2905 break;
2906 case GL_BGRA_EXT:
2907 switch (type)
2908 {
2909 case GL_UNSIGNED_BYTE:
2910 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2911 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2912 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2913 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2914 break;
2915 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2916 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2917 // this type is packed as follows:
2918 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2919 // --------------------------------------------------------------------------------
2920 // | 4th | 3rd | 2nd | 1st component |
2921 // --------------------------------------------------------------------------------
2922 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2923 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2924 ((unsigned short)(15 * a + 0.5f) << 12)|
2925 ((unsigned short)(15 * r + 0.5f) << 8) |
2926 ((unsigned short)(15 * g + 0.5f) << 4) |
2927 ((unsigned short)(15 * b + 0.5f) << 0);
2928 break;
2929 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2930 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2931 // this type is packed as follows:
2932 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2933 // --------------------------------------------------------------------------------
2934 // | 4th | 3rd | 2nd | 1st component |
2935 // --------------------------------------------------------------------------------
2936 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2937 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2938 ((unsigned short)( a + 0.5f) << 15) |
2939 ((unsigned short)(31 * r + 0.5f) << 10) |
2940 ((unsigned short)(31 * g + 0.5f) << 5) |
2941 ((unsigned short)(31 * b + 0.5f) << 0);
2942 break;
2943 default: UNREACHABLE();
2944 }
2945 break;
2946 case GL_RGB:
2947 switch (type)
2948 {
2949 case GL_UNSIGNED_SHORT_5_6_5:
2950 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2951 ((unsigned short)(31 * b + 0.5f) << 0) |
2952 ((unsigned short)(63 * g + 0.5f) << 5) |
2953 ((unsigned short)(31 * r + 0.5f) << 11);
2954 break;
2955 case GL_UNSIGNED_BYTE:
2956 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2957 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2958 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2959 break;
2960 default: UNREACHABLE();
2961 }
2962 break;
2963 default: UNREACHABLE();
2964 }
2965 }
2966 }
2967
2968 systemSurface->UnlockRect();
2969
2970 systemSurface->Release();
2971}
2972
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002973RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2974{
2975 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2976 IDirect3DSurface9 *surface = NULL;
2977 if (depth)
2978 {
2979 surface = swapChain9->getDepthStencil();
2980 }
2981 else
2982 {
2983 surface = swapChain9->getRenderTarget();
2984 }
2985
2986 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2987
2988 return renderTarget;
2989}
2990
2991RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2992{
2993 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2994 return renderTarget;
2995}
2996
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002997ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002998{
2999 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003000
3001 switch (type)
3002 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003003 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003004 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003005 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003006 if (vshader)
3007 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003008 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003009 }
3010 }
3011 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003012 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003013 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003014 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003015 if (pshader)
3016 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003017 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003018 }
3019 }
3020 break;
3021 default:
3022 UNREACHABLE();
3023 break;
3024 }
3025
3026 return executable;
3027}
3028
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003029ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003030{
3031 const char *profile = NULL;
3032
3033 switch (type)
3034 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003035 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003036 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3037 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003038 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003039 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3040 break;
3041 default:
3042 UNREACHABLE();
3043 return NULL;
3044 }
3045
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003046 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003047 if (!binary)
3048 return NULL;
3049
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003050 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003051 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003052
3053 return executable;
3054}
3055
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003056bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3057{
3058 return mBlit->boxFilter(source, dest);
3059}
3060
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003061D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003062{
3063 if (mD3d9Ex != NULL)
3064 {
3065 return D3DPOOL_DEFAULT;
3066 }
3067 else
3068 {
3069 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3070 {
3071 return D3DPOOL_MANAGED;
3072 }
3073 }
3074
3075 return D3DPOOL_DEFAULT;
3076}
3077
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003078bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3079{
3080 if (source && dest)
3081 {
3082 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003083
3084 if (fromManaged)
3085 {
3086 D3DSURFACE_DESC desc;
3087 source->GetDesc(&desc);
3088
3089 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003090 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003091
3092 if (SUCCEEDED(result))
3093 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003094 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003095 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003096 surf->Release();
3097 }
3098 }
3099 else
3100 {
3101 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003102 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003103 }
3104
3105 if (FAILED(result))
3106 {
3107 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3108 return false;
3109 }
3110 }
3111
3112 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003113}
3114
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003115Image *Renderer9::createImage()
3116{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003117 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003118}
3119
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003120void Renderer9::generateMipmap(Image *dest, Image *src)
3121{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003122 Image9 *src9 = Image9::makeImage9(src);
3123 Image9 *dst9 = Image9::makeImage9(dest);
3124 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003125}
3126
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003127TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3128{
3129 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3130 return new TextureStorage9_2D(this, swapChain9);
3131}
3132
3133TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3134{
3135 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3136}
3137
3138TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3139{
3140 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3141}
3142
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003143}