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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
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/Program.h"
16#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000017#include "libGLESv2/renderer/IndexDataManager.h"
18#include "libGLESv2/renderer/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000019#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000020#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000021#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000023#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000024#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000025#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000026#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000027#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000028#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000029#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000030#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000031#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000032
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000033#include <sstream>
34
daniel@transgaming.com621ce052012-10-31 17:52:29 +000035// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
36#define REF_RAST 0
37
38// The "Debug This Pixel..." feature in PIX often fails when using the
39// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
40// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
41#if !defined(ANGLE_ENABLE_D3D9EX)
42// Enables use of the IDirect3D9Ex interface, when available
43#define ANGLE_ENABLE_D3D9EX 1
44#endif // !defined(ANGLE_ENABLE_D3D9EX)
45
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000046namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000047{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000048static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000049 {
50 D3DFMT_A1R5G5B5,
51 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
52 D3DFMT_A8R8G8B8,
53 D3DFMT_R5G6B5,
54 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
55 D3DFMT_X8R8G8B8
56 };
57
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_UNKNOWN,
61 // D3DFMT_D16_LOCKABLE,
62 D3DFMT_D32,
63 // D3DFMT_D15S1,
64 D3DFMT_D24S8,
65 D3DFMT_D24X8,
66 // D3DFMT_D24X4S4,
67 D3DFMT_D16,
68 // D3DFMT_D32F_LOCKABLE,
69 // D3DFMT_D24FS8
70 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000071
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000072enum
73{
74 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
75};
76
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000077Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000078{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000079 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000080
81 mD3d9 = NULL;
82 mD3d9Ex = NULL;
83 mDevice = NULL;
84 mDeviceEx = NULL;
85 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000086 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000087
88 mAdapter = D3DADAPTER_DEFAULT;
89
90 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
91 mDeviceType = D3DDEVTYPE_REF;
92 #else
93 mDeviceType = D3DDEVTYPE_HAL;
94 #endif
95
96 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000097
98 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000099
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000100 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000101
102 mVertexDataManager = NULL;
103 mIndexDataManager = NULL;
104 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000105
106 mMaxNullColorbufferLRU = 0;
107 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
108 {
109 mNullColorbufferCache[i].lruCount = 0;
110 mNullColorbufferCache[i].width = 0;
111 mNullColorbufferCache[i].height = 0;
112 mNullColorbufferCache[i].buffer = NULL;
113 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000114}
115
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000116Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000117{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000118 releaseDeviceResources();
119
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000120 if (mDevice)
121 {
122 // 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 +0000123 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000124 {
125 resetDevice();
126 }
127
128 mDevice->Release();
129 mDevice = NULL;
130 }
131
132 if (mDeviceEx)
133 {
134 mDeviceEx->Release();
135 mDeviceEx = NULL;
136 }
137
138 if (mD3d9)
139 {
140 mD3d9->Release();
141 mD3d9 = NULL;
142 }
143
144 if (mDeviceWindow)
145 {
146 DestroyWindow(mDeviceWindow);
147 mDeviceWindow = NULL;
148 }
149
150 if (mD3d9Ex)
151 {
152 mD3d9Ex->Release();
153 mD3d9Ex = NULL;
154 }
155
156 if (mD3d9Module)
157 {
158 mD3d9Module = NULL;
159 }
160
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000161 while (!mMultiSampleSupport.empty())
162 {
163 delete [] mMultiSampleSupport.begin()->second;
164 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
165 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000166}
167
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000168Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
169{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000170 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000171 return static_cast<rx::Renderer9*>(renderer);
172}
173
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000174EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000175{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000176 if (!initializeCompiler())
177 {
178 return EGL_NOT_INITIALIZED;
179 }
180
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000181 if (mSoftwareDevice)
182 {
183 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
184 }
185 else
186 {
187 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
188 }
189
190 if (mD3d9Module == NULL)
191 {
192 ERR("No D3D9 module found - aborting!\n");
193 return EGL_NOT_INITIALIZED;
194 }
195
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000196 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
197 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
198
199 // Use Direct3D9Ex if available. Among other things, this version is less
200 // inclined to report a lost context, for example when the user switches
201 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
202 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
203 {
204 ASSERT(mD3d9Ex);
205 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
206 ASSERT(mD3d9);
207 }
208 else
209 {
210 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
211 }
212
213 if (!mD3d9)
214 {
215 ERR("Could not create D3D9 device - aborting!\n");
216 return EGL_NOT_INITIALIZED;
217 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000218
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000219 if (mDc != NULL)
220 {
221 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
222 }
223
224 HRESULT result;
225
226 // Give up on getting device caps after about one second.
227 for (int i = 0; i < 10; ++i)
228 {
229 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
230 if (SUCCEEDED(result))
231 {
232 break;
233 }
234 else if (result == D3DERR_NOTAVAILABLE)
235 {
236 Sleep(100); // Give the driver some time to initialize/recover
237 }
238 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
239 {
240 ERR("failed to get device caps (0x%x)\n", result);
241 return EGL_NOT_INITIALIZED;
242 }
243 }
244
245 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
246 {
247 ERR("Renderer does not support PS 2.0. aborting!\n");
248 return EGL_NOT_INITIALIZED;
249 }
250
251 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
252 // This is required by Texture2D::convertToRenderTarget.
253 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
254 {
255 ERR("Renderer does not support stretctrect from textures!\n");
256 return EGL_NOT_INITIALIZED;
257 }
258
259 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
260
261 // ATI cards on XP have problems with non-power-of-two textures.
262 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
263 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
264 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
265 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
266
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000267 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
268 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
269
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000270 mMinSwapInterval = 4;
271 mMaxSwapInterval = 0;
272
273 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
274 {
275 mMinSwapInterval = std::min(mMinSwapInterval, 0);
276 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
277 }
278 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
279 {
280 mMinSwapInterval = std::min(mMinSwapInterval, 1);
281 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
282 }
283 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
284 {
285 mMinSwapInterval = std::min(mMinSwapInterval, 2);
286 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
287 }
288 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
289 {
290 mMinSwapInterval = std::min(mMinSwapInterval, 3);
291 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
292 }
293 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
294 {
295 mMinSwapInterval = std::min(mMinSwapInterval, 4);
296 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
297 }
298
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000299 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000300 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000301 {
302 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000303 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
304 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000305
306 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
307 {
308 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
309 {
310 max = j;
311 }
312 }
313 }
314
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000315 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000316 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000317 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000318 continue;
319
320 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000321 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
322 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000323
324 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
325 {
326 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
327 {
328 max = j;
329 }
330 }
331 }
332
333 mMaxSupportedSamples = max;
334
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000335 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
336 static const TCHAR className[] = TEXT("STATIC");
337
338 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
339
340 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
341 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
342
343 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
344 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
345 {
346 return EGL_BAD_ALLOC;
347 }
348
349 if (FAILED(result))
350 {
351 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
352
353 if (FAILED(result))
354 {
355 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
356 return EGL_BAD_ALLOC;
357 }
358 }
359
360 if (mD3d9Ex)
361 {
362 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
363 ASSERT(SUCCEEDED(result));
364 }
365
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000366 mVertexShaderCache.initialize(mDevice);
367 mPixelShaderCache.initialize(mDevice);
368
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000369 // Check occlusion query support
370 IDirect3DQuery9 *occlusionQuery = NULL;
371 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
372 {
373 occlusionQuery->Release();
374 mOcclusionQuerySupport = true;
375 }
376 else
377 {
378 mOcclusionQuerySupport = false;
379 }
380
381 // Check event query support
382 IDirect3DQuery9 *eventQuery = NULL;
383 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
384 {
385 eventQuery->Release();
386 mEventQuerySupport = true;
387 }
388 else
389 {
390 mEventQuerySupport = false;
391 }
392
393 D3DDISPLAYMODE currentDisplayMode;
394 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
395
396 // Check vertex texture support
397 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
398 // We test this using D3D9 by checking support for the R16F format.
399 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
400 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
401 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
402
403 // Check depth texture support
404 // we use INTZ for depth textures in Direct3D9
405 // we also want NULL texture support to ensure the we can make depth-only FBOs
406 // see http://aras-p.info/texts/D3D9GPUHacks.html
407 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
408 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
409 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
410 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
411
412 // Check 32 bit floating point texture support
413 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
414 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
415 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
416 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
417
418 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
419 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
420 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
421 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
422
423 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
424 {
425 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
426 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
427 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
428 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
429 }
430 else
431 {
432 mFloat32TextureSupport = true;
433 }
434
435 // Check 16 bit floating point texture support
436 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
437 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
438 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
439 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
440
441 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
442 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
443 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
444 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
445
446 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
447 {
448 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
449 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
450 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
451 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
452 }
453 else
454 {
455 mFloat16TextureSupport = true;
456 }
457
458 // Check DXT texture support
459 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
460 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
461 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
462
463 // Check luminance[alpha] texture support
464 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
465 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
466
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000467 initializeDevice();
468
469 return EGL_SUCCESS;
470}
471
472// do any one-time device initialization
473// NOTE: this is also needed after a device lost/reset
474// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000475void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000476{
477 // Permanent non-default states
478 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
479 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
480
481 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
482 {
483 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
484 }
485 else
486 {
487 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
488 }
489
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000490 markAllStateDirty();
491
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000492 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000493
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000494 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000495 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000496 mVertexDataManager = new rx::VertexDataManager(this);
497 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000498}
499
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000500D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000501{
502 D3DPRESENT_PARAMETERS presentParameters = {0};
503
504 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
505 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
506 presentParameters.BackBufferCount = 1;
507 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
508 presentParameters.BackBufferWidth = 1;
509 presentParameters.BackBufferHeight = 1;
510 presentParameters.EnableAutoDepthStencil = FALSE;
511 presentParameters.Flags = 0;
512 presentParameters.hDeviceWindow = mDeviceWindow;
513 presentParameters.MultiSampleQuality = 0;
514 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
515 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
516 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
517 presentParameters.Windowed = TRUE;
518
519 return presentParameters;
520}
521
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000522int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000523{
524 D3DDISPLAYMODE currentDisplayMode;
525 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
526
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000527 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
528 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000529 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
530 int numConfigs = 0;
531
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000532 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000533 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000534 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000535
536 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
537
538 if (SUCCEEDED(result))
539 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000540 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000541 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000542 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000543 HRESULT result = D3D_OK;
544
545 if(depthStencilFormat != D3DFMT_UNKNOWN)
546 {
547 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
548 }
549
550 if (SUCCEEDED(result))
551 {
552 if(depthStencilFormat != D3DFMT_UNKNOWN)
553 {
554 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
555 }
556
557 if (SUCCEEDED(result))
558 {
559 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000560 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
561 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000562 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
563 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
564
565 (*configDescList)[numConfigs++] = newConfig;
566 }
567 }
568 }
569 }
570 }
571
572 return numConfigs;
573}
574
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000575void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000576{
577 delete [] (configDescList);
578}
579
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000580void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000581{
582 if (!mSceneStarted)
583 {
584 long result = mDevice->BeginScene();
585 if (SUCCEEDED(result)) {
586 // This is defensive checking against the device being
587 // lost at unexpected times.
588 mSceneStarted = true;
589 }
590 }
591}
592
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000593void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000594{
595 if (mSceneStarted)
596 {
597 // EndScene can fail if the device was lost, for example due
598 // to a TDR during a draw call.
599 mDevice->EndScene();
600 mSceneStarted = false;
601 }
602}
603
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000604void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000605{
606 HRESULT result;
607
608 IDirect3DQuery9* query = allocateEventQuery();
609 if (!query)
610 {
611 return;
612 }
613
614 result = query->Issue(D3DISSUE_END);
615 ASSERT(SUCCEEDED(result));
616
617 do
618 {
619 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
620
621 if(block && result == S_FALSE)
622 {
623 // Keep polling, but allow other threads to do something useful first
624 Sleep(0);
625 // explicitly check for device loss
626 // some drivers seem to return S_FALSE even if the device is lost
627 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000628 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000629 {
630 result = D3DERR_DEVICELOST;
631 }
632 }
633 }
634 while(block && result == S_FALSE);
635
636 freeEventQuery(query);
637
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000638 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000639 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000640 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000641 }
642}
643
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000644SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
645{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000646 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000647}
648
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000649IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000650{
651 IDirect3DQuery9 *query = NULL;
652
653 if (mEventQueryPool.empty())
654 {
655 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
656 ASSERT(SUCCEEDED(result));
657 }
658 else
659 {
660 query = mEventQueryPool.back();
661 mEventQueryPool.pop_back();
662 }
663
664 return query;
665}
666
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000667void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000668{
669 if (mEventQueryPool.size() > 1000)
670 {
671 query->Release();
672 }
673 else
674 {
675 mEventQueryPool.push_back(query);
676 }
677}
678
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000679IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000680{
681 return mVertexShaderCache.create(function, length);
682}
683
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000684IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000685{
686 return mPixelShaderCache.create(function, length);
687}
688
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000689HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
690{
691 D3DPOOL Pool = getBufferPool(Usage);
692 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
693}
694
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000695VertexBuffer *Renderer9::createVertexBuffer()
696{
697 return new VertexBuffer9(this);
698}
699
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000700HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
701{
702 D3DPOOL Pool = getBufferPool(Usage);
703 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
704}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000705
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000706IndexBuffer *Renderer9::createIndexBuffer()
707{
708 return new IndexBuffer9(this);
709}
710
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000711BufferStorage *Renderer9::createBufferStorage()
712{
713 return new BufferStorage9();
714}
715
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000716QueryImpl *Renderer9::createQuery(GLenum type)
717{
718 return new Query9(this, type);
719}
720
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000721FenceImpl *Renderer9::createFence()
722{
723 return new Fence9(this);
724}
725
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000726void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000727{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000728 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
729 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000730
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000731 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000732 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000733 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
734 int d3dSampler = index + d3dSamplerOffset;
735
736 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
737 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
738
739 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
740 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
741 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
742 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
744 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
745 if (mSupportsTextureFilterAnisotropy)
746 {
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
748 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000749 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000750
751 forceSetSamplers[index] = false;
752 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000753}
754
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000755void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000756{
757 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
758 int d3dSampler = index + d3dSamplerOffset;
759 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000760 unsigned int serial = 0;
761 bool forceSetTexture = false;
762
763 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000764
765 if (texture)
766 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000767 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000768 if (texStorage)
769 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000770 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000771 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000772 }
773 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000774 // in the texture class and we're unexpectedly missing the d3d texture
775 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000776
777 serial = texture->getTextureSerial();
778 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000779 }
780
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000781 if (forceSetTexture || appliedSerials[index] != serial)
782 {
783 mDevice->SetTexture(d3dSampler, d3dTexture);
784 }
785
786 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000787}
788
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000789void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000790{
791 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000792
793 if (rasterStateChanged)
794 {
795 // Set the cull mode
796 if (rasterState.cullFace)
797 {
798 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
799 }
800 else
801 {
802 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
803 }
804
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000805 if (rasterState.polygonOffsetFill)
806 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000807 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000808 {
809 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
810
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000811 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000812 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
813 }
814 }
815 else
816 {
817 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
818 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
819 }
820
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000821 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000822 }
823
824 mForceSetRasterState = false;
825}
826
827void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
828{
829 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
830 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
831 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
832
833 if (blendStateChanged || blendColorChanged)
834 {
835 if (blendState.blend)
836 {
837 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
838
839 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
840 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
841 {
842 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
843 }
844 else
845 {
846 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
847 gl::unorm<8>(blendColor.alpha),
848 gl::unorm<8>(blendColor.alpha),
849 gl::unorm<8>(blendColor.alpha)));
850 }
851
852 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
853 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
854 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
855
856 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
857 blendState.destBlendRGB != blendState.destBlendAlpha ||
858 blendState.blendEquationRGB != blendState.blendEquationAlpha)
859 {
860 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
861
862 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
863 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
864 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
865 }
866 else
867 {
868 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
869 }
870 }
871 else
872 {
873 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
874 }
875
876 if (blendState.sampleAlphaToCoverage)
877 {
878 FIXME("Sample alpha to coverage is unimplemented.");
879 }
880
881 // Set the color mask
882 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
883 // Apparently some ATI cards have a bug where a draw with a zero color
884 // write mask can cause later draws to have incorrect results. Instead,
885 // set a nonzero color write mask but modify the blend state so that no
886 // drawing is done.
887 // http://code.google.com/p/angleproject/issues/detail?id=169
888
889 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
890 blendState.colorMaskBlue, blendState.colorMaskAlpha);
891 if (colorMask == 0 && !zeroColorMaskAllowed)
892 {
893 // Enable green channel, but set blending so nothing will be drawn.
894 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
895 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
896
897 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
898 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
899 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
900 }
901 else
902 {
903 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
904 }
905
906 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
907
908 mCurBlendState = blendState;
909 mCurBlendColor = blendColor;
910 }
911
912 if (sampleMaskChanged)
913 {
914 // Set the multisample mask
915 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
916 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
917
918 mCurSampleMask = sampleMask;
919 }
920
921 mForceSetBlendState = false;
922}
923
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000924void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000925 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000926{
927 bool depthStencilStateChanged = mForceSetDepthStencilState ||
928 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000929 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
930 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000931 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000932
933 if (depthStencilStateChanged)
934 {
935 if (depthStencilState.depthTest)
936 {
937 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
938 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
939 }
940 else
941 {
942 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
943 }
944
945 mCurDepthStencilState = depthStencilState;
946 }
947
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000948 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000949 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000950 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000951 {
952 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
953 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
954
955 // FIXME: Unsupported by D3D9
956 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
957 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
958 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
959 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000960 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000961 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
962 {
963 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 +0000964 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000965 }
966
967 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000968 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000969
970 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
971 depthStencilState.stencilWritemask);
972 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
973 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
974
975 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000976 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000977 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
978 depthStencilState.stencilMask);
979
980 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
981 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
982 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
983 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
986
987 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
988 depthStencilState.stencilBackWritemask);
989 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
990 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
991
992 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000993 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000994 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
995 depthStencilState.stencilBackMask);
996
997 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
998 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
999 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1000 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1002 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1003 }
1004 else
1005 {
1006 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1007 }
1008
1009 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1010
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001011 mCurStencilRef = stencilRef;
1012 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001013 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001014 }
1015
1016 mForceSetDepthStencilState = false;
1017}
1018
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001019void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001021 bool scissorChanged = mForceSetScissor ||
1022 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1023 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001024
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001025 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001026 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001027 if (enabled)
1028 {
1029 RECT rect;
1030 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1031 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1032 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1033 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1034 mDevice->SetScissorRect(&rect);
1035 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001036
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001037 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1038
1039 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001040 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001041 }
1042
1043 mForceSetScissor = false;
1044}
1045
daniel@transgaming.com12985182012-12-20 20:56:31 +00001046bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001047 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001048{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001049 gl::Rectangle actualViewport = viewport;
1050 float actualZNear = gl::clamp01(zNear);
1051 float actualZFar = gl::clamp01(zFar);
1052 if (ignoreViewport)
1053 {
1054 actualViewport.x = 0;
1055 actualViewport.y = 0;
1056 actualViewport.width = mRenderTargetDesc.width;
1057 actualViewport.height = mRenderTargetDesc.height;
1058 actualZNear = 0.0f;
1059 actualZFar = 1.0f;
1060 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001061
1062 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001063 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1064 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1065 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1066 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1067 dxViewport.MinZ = actualZNear;
1068 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001069
1070 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1071 {
1072 return false; // Nothing to render
1073 }
1074
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001075 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1076 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001077 if (viewportChanged)
1078 {
1079 mDevice->SetViewport(&dxViewport);
1080
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001081 mCurViewport = actualViewport;
1082 mCurNear = actualZNear;
1083 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001084
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001085 dx_VertexConstants vc = {0};
1086 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001087
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001088 vc.halfPixelSize[0] = 1.0f / dxViewport.Width;
1089 vc.halfPixelSize[1] = -1.0f / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001090
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001091 pc.coord[0] = actualViewport.width * 0.5f;
1092 pc.coord[1] = actualViewport.height * 0.5f;
1093 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
1094 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001095
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001096 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1097 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1098 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1099
1100 vc.depthRange[0] = actualZNear;
1101 vc.depthRange[1] = actualZFar;
1102 vc.depthRange[2] = actualZFar - actualZNear;
1103
1104 pc.depthRange[0] = actualZNear;
1105 pc.depthRange[1] = actualZFar;
1106 pc.depthRange[2] = actualZFar - actualZNear;
1107
1108 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1109 {
1110 mVertexConstants = vc;
1111 mDxUniformsDirty = true;
1112 }
1113
1114 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1115 {
1116 mPixelConstants = pc;
1117 mDxUniformsDirty = true;
1118 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001119 }
1120
1121 mForceSetViewport = false;
1122 return true;
1123}
1124
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001125bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1126{
1127 switch (mode)
1128 {
1129 case GL_POINTS:
1130 mPrimitiveType = D3DPT_POINTLIST;
1131 mPrimitiveCount = count;
1132 break;
1133 case GL_LINES:
1134 mPrimitiveType = D3DPT_LINELIST;
1135 mPrimitiveCount = count / 2;
1136 break;
1137 case GL_LINE_LOOP:
1138 mPrimitiveType = D3DPT_LINESTRIP;
1139 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1140 break;
1141 case GL_LINE_STRIP:
1142 mPrimitiveType = D3DPT_LINESTRIP;
1143 mPrimitiveCount = count - 1;
1144 break;
1145 case GL_TRIANGLES:
1146 mPrimitiveType = D3DPT_TRIANGLELIST;
1147 mPrimitiveCount = count / 3;
1148 break;
1149 case GL_TRIANGLE_STRIP:
1150 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1151 mPrimitiveCount = count - 2;
1152 break;
1153 case GL_TRIANGLE_FAN:
1154 mPrimitiveType = D3DPT_TRIANGLEFAN;
1155 mPrimitiveCount = count - 2;
1156 break;
1157 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001158 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001159 }
1160
1161 return mPrimitiveCount > 0;
1162}
1163
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001164
1165gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1166{
1167 if (!depthbuffer)
1168 {
1169 ERR("Unexpected null depthbuffer for depth-only FBO.");
1170 return NULL;
1171 }
1172
1173 GLsizei width = depthbuffer->getWidth();
1174 GLsizei height = depthbuffer->getHeight();
1175
1176 // search cached nullcolorbuffers
1177 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1178 {
1179 if (mNullColorbufferCache[i].buffer != NULL &&
1180 mNullColorbufferCache[i].width == width &&
1181 mNullColorbufferCache[i].height == height)
1182 {
1183 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1184 return mNullColorbufferCache[i].buffer;
1185 }
1186 }
1187
1188 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1189
1190 // add nullbuffer to the cache
1191 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1192 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1193 {
1194 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1195 {
1196 oldest = &mNullColorbufferCache[i];
1197 }
1198 }
1199
1200 delete oldest->buffer;
1201 oldest->buffer = nullbuffer;
1202 oldest->lruCount = ++mMaxNullColorbufferLRU;
1203 oldest->width = width;
1204 oldest->height = height;
1205
1206 return nullbuffer;
1207}
1208
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001209bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001210{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001211 // if there is no color attachment we must synthesize a NULL colorattachment
1212 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1213 gl::Renderbuffer *renderbufferObject = NULL;
1214 if (framebuffer->getColorbufferType() != GL_NONE)
1215 {
1216 renderbufferObject = framebuffer->getColorbuffer();
1217 }
1218 else
1219 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001220 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001221 }
1222 if (!renderbufferObject)
1223 {
1224 ERR("unable to locate renderbuffer for FBO.");
1225 return false;
1226 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001227
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001228 bool renderTargetChanged = false;
1229 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1230 if (renderTargetSerial != mAppliedRenderTargetSerial)
1231 {
1232 // Apply the render target on the device
1233 IDirect3DSurface9 *renderTargetSurface = NULL;
1234
1235 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1236 if (renderTarget)
1237 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001238 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001239 }
1240
1241 if (!renderTargetSurface)
1242 {
1243 ERR("render target pointer unexpectedly null.");
1244 return false; // Context must be lost
1245 }
1246
1247 mDevice->SetRenderTarget(0, renderTargetSurface);
1248 renderTargetSurface->Release();
1249
1250 mAppliedRenderTargetSerial = renderTargetSerial;
1251 renderTargetChanged = true;
1252 }
1253
1254 gl::Renderbuffer *depthStencil = NULL;
1255 unsigned int depthbufferSerial = 0;
1256 unsigned int stencilbufferSerial = 0;
1257 if (framebuffer->getDepthbufferType() != GL_NONE)
1258 {
1259 depthStencil = framebuffer->getDepthbuffer();
1260 if (!depthStencil)
1261 {
1262 ERR("Depth stencil pointer unexpectedly null.");
1263 return false;
1264 }
1265
1266 depthbufferSerial = depthStencil->getSerial();
1267 }
1268 else if (framebuffer->getStencilbufferType() != GL_NONE)
1269 {
1270 depthStencil = framebuffer->getStencilbuffer();
1271 if (!depthStencil)
1272 {
1273 ERR("Depth stencil pointer unexpectedly null.");
1274 return false;
1275 }
1276
1277 stencilbufferSerial = depthStencil->getSerial();
1278 }
1279
1280 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1281 stencilbufferSerial != mAppliedStencilbufferSerial ||
1282 !mDepthStencilInitialized)
1283 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001284 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001285 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001286
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001287 // Apply the depth stencil on the device
1288 if (depthStencil)
1289 {
1290 IDirect3DSurface9 *depthStencilSurface = NULL;
1291 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1292
1293 if (depthStencilRenderTarget)
1294 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001295 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001296 }
1297
1298 if (!depthStencilSurface)
1299 {
1300 ERR("depth stencil pointer unexpectedly null.");
1301 return false; // Context must be lost
1302 }
1303
1304 mDevice->SetDepthStencilSurface(depthStencilSurface);
1305 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001306
1307 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001308 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001309 }
1310 else
1311 {
1312 mDevice->SetDepthStencilSurface(NULL);
1313 }
1314
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001315 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1316 {
1317 mCurDepthSize = depthSize;
1318 mForceSetRasterState = true;
1319 }
1320
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001321 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1322 {
1323 mCurStencilSize = stencilSize;
1324 mForceSetDepthStencilState = true;
1325 }
1326
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001327 mAppliedDepthbufferSerial = depthbufferSerial;
1328 mAppliedStencilbufferSerial = stencilbufferSerial;
1329 mDepthStencilInitialized = true;
1330 }
1331
1332 if (renderTargetChanged || !mRenderTargetDescInitialized)
1333 {
1334 mForceSetScissor = true;
1335 mForceSetViewport = true;
1336
1337 mRenderTargetDesc.width = renderbufferObject->getWidth();
1338 mRenderTargetDesc.height = renderbufferObject->getHeight();
1339 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1340 mRenderTargetDescInitialized = true;
1341 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001342
1343 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001344}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001345
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001346GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001347{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001348 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001349 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1350 if (err != GL_NO_ERROR)
1351 {
1352 return err;
1353 }
1354
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001355 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1356}
1357
1358// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001359GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001360{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001361 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001362
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001363 if (err == GL_NO_ERROR)
1364 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001365 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001366 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001367 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1368
1369 mDevice->SetIndices(indexBuffer->getBuffer());
1370 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001371 }
1372 }
1373
1374 return err;
1375}
1376
1377void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1378{
1379 startScene();
1380
1381 if (mode == GL_LINE_LOOP)
1382 {
1383 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1384 }
1385 else if (instances > 0)
1386 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001387 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001388 if (countingIB)
1389 {
1390 if (mAppliedIBSerial != countingIB->getSerial())
1391 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001392 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1393
1394 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001395 mAppliedIBSerial = countingIB->getSerial();
1396 }
1397
1398 for (int i = 0; i < mRepeatDraw; i++)
1399 {
1400 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1401 }
1402 }
1403 else
1404 {
1405 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001406 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001407 }
1408 }
1409 else // Regular case
1410 {
1411 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1412 }
1413}
1414
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001415void 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 +00001416{
1417 startScene();
1418
1419 if (mode == GL_LINE_LOOP)
1420 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001421 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001422 }
1423 else
1424 {
1425 for (int i = 0; i < mRepeatDraw; i++)
1426 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001427 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1428 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001429 }
1430 }
1431}
1432
1433void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1434{
1435 // Get the raw indices for an indexed draw
1436 if (type != GL_NONE && elementArrayBuffer)
1437 {
1438 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001439 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001440 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001441 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001442 }
1443
1444 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001445
1446 if (get32BitIndexSupport())
1447 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001448 if (!mLineLoopIB)
1449 {
1450 mLineLoopIB = new StreamingIndexBufferInterface(this);
1451 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1452 {
1453 delete mLineLoopIB;
1454 mLineLoopIB = NULL;
1455
1456 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001457 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001458 }
1459 }
1460
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001461 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001462 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001463 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001464 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001465 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001466 }
1467
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001468 void* mappedMemory = NULL;
1469 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1470 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001471 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001472 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001473 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001474 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001475
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001476 startIndex = static_cast<UINT>(offset) / 4;
1477 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1478
1479 switch (type)
1480 {
1481 case GL_NONE: // Non-indexed draw
1482 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001483 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001484 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001485 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 data[count] = 0;
1487 break;
1488 case GL_UNSIGNED_BYTE:
1489 for (int i = 0; i < count; i++)
1490 {
1491 data[i] = static_cast<const GLubyte*>(indices)[i];
1492 }
1493 data[count] = static_cast<const GLubyte*>(indices)[0];
1494 break;
1495 case GL_UNSIGNED_SHORT:
1496 for (int i = 0; i < count; i++)
1497 {
1498 data[i] = static_cast<const GLushort*>(indices)[i];
1499 }
1500 data[count] = static_cast<const GLushort*>(indices)[0];
1501 break;
1502 case GL_UNSIGNED_INT:
1503 for (int i = 0; i < count; i++)
1504 {
1505 data[i] = static_cast<const GLuint*>(indices)[i];
1506 }
1507 data[count] = static_cast<const GLuint*>(indices)[0];
1508 break;
1509 default: UNREACHABLE();
1510 }
1511
1512 if (!mLineLoopIB->unmapBuffer())
1513 {
1514 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001515 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001516 }
1517 }
1518 else
1519 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001520 if (!mLineLoopIB)
1521 {
1522 mLineLoopIB = new StreamingIndexBufferInterface(this);
1523 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1524 {
1525 delete mLineLoopIB;
1526 mLineLoopIB = NULL;
1527
1528 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001529 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001530 }
1531 }
1532
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001533 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001534 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001535 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001536 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001537 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001538 }
1539
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001540 void* mappedMemory = NULL;
1541 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1542 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001543 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001544 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001545 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001546 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001547
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 startIndex = static_cast<UINT>(offset) / 2;
1549 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1550
1551 switch (type)
1552 {
1553 case GL_NONE: // Non-indexed draw
1554 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001555 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001556 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001557 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 data[count] = 0;
1559 break;
1560 case GL_UNSIGNED_BYTE:
1561 for (int i = 0; i < count; i++)
1562 {
1563 data[i] = static_cast<const GLubyte*>(indices)[i];
1564 }
1565 data[count] = static_cast<const GLubyte*>(indices)[0];
1566 break;
1567 case GL_UNSIGNED_SHORT:
1568 for (int i = 0; i < count; i++)
1569 {
1570 data[i] = static_cast<const GLushort*>(indices)[i];
1571 }
1572 data[count] = static_cast<const GLushort*>(indices)[0];
1573 break;
1574 case GL_UNSIGNED_INT:
1575 for (int i = 0; i < count; i++)
1576 {
1577 data[i] = static_cast<const GLuint*>(indices)[i];
1578 }
1579 data[count] = static_cast<const GLuint*>(indices)[0];
1580 break;
1581 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001582 }
1583
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001584 if (!mLineLoopIB->unmapBuffer())
1585 {
1586 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001587 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001588 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001589 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001590
1591 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001592 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001593 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1594
1595 mDevice->SetIndices(indexBuffer->getBuffer());
1596 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001597 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001598
1599 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001600}
1601
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001602void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1603{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001604 unsigned int programBinarySerial = programBinary->getSerial();
1605 if (programBinarySerial != mAppliedProgramBinarySerial)
1606 {
1607 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1608 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001609
daniel@transgaming.come4991412012-12-20 20:55:34 +00001610 IDirect3DVertexShader9 *vertexShader = NULL;
1611 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001612
daniel@transgaming.come4991412012-12-20 20:55:34 +00001613 IDirect3DPixelShader9 *pixelShader = NULL;
1614 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001615
daniel@transgaming.come4991412012-12-20 20:55:34 +00001616 mDevice->SetPixelShader(pixelShader);
1617 mDevice->SetVertexShader(vertexShader);
1618 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001619 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001620
1621 mAppliedProgramBinarySerial = programBinarySerial;
1622 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001623}
1624
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001625void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001626{
1627 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1628 {
1629 gl::Uniform *targetUniform = *ub;
1630
1631 if (targetUniform->dirty)
1632 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001633 int count = targetUniform->elementCount();
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001634 GLfloat *f = (GLfloat*)targetUniform->data;
1635 GLint *i = (GLint*)targetUniform->data;
1636 GLboolean *b = (GLboolean*)targetUniform->data;
1637
1638 switch (targetUniform->type)
1639 {
1640 case GL_SAMPLER_2D:
1641 case GL_SAMPLER_CUBE:
1642 break;
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001643 case GL_BOOL: applyUniformnbv(targetUniform, count, 1, b); break;
1644 case GL_BOOL_VEC2: applyUniformnbv(targetUniform, count, 2, b); break;
1645 case GL_BOOL_VEC3: applyUniformnbv(targetUniform, count, 3, b); break;
1646 case GL_BOOL_VEC4: applyUniformnbv(targetUniform, count, 4, b); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001647 case GL_FLOAT:
1648 case GL_FLOAT_VEC2:
1649 case GL_FLOAT_VEC3:
1650 case GL_FLOAT_VEC4:
1651 case GL_FLOAT_MAT2:
1652 case GL_FLOAT_MAT3:
daniel@transgaming.come6d12e92012-12-20 21:12:47 +00001653 case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
1654 case GL_INT: applyUniform1iv(targetUniform, count, i); break;
1655 case GL_INT_VEC2: applyUniform2iv(targetUniform, count, i); break;
1656 case GL_INT_VEC3: applyUniform3iv(targetUniform, count, i); break;
1657 case GL_INT_VEC4: applyUniform4iv(targetUniform, count, i); break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001658 default:
1659 UNREACHABLE();
1660 }
1661
1662 targetUniform->dirty = false;
1663 }
1664 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001665
1666 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001667 if (mDxUniformsDirty)
1668 {
1669 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1670 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1671 mDxUniformsDirty = false;
1672 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001673}
1674
1675void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
1676{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001677 float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001678
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001679 if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001680 {
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001681 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001682 for (int i = 0; i < count; i++)
1683 {
1684 for (int j = 0; j < 4; j++)
1685 {
1686 if (j < width)
1687 {
1688 vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
1689 }
1690 else
1691 {
1692 vector[i * 4 + j] = 0.0f;
1693 }
1694 }
1695 }
1696 }
1697
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001698 applyUniformnfv(targetUniform, vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001699}
1700
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001701void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001702{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001703 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001704 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001705 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001706 }
1707
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001708 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001709 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001710 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001711 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001712}
1713
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001714void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001715{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001716 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1717 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001718
1719 for (int i = 0; i < count; i++)
1720 {
1721 vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
1722 }
1723
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001724 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001725}
1726
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001727void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001728{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001729 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1730 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001731
1732 for (int i = 0; i < count; i++)
1733 {
1734 vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
1735
1736 v += 2;
1737 }
1738
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001739 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001740}
1741
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001742void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001743{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001744 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1745 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001746
1747 for (int i = 0; i < count; i++)
1748 {
1749 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
1750
1751 v += 3;
1752 }
1753
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001754 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001755}
1756
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001757void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001758{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001759 ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
1760 gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001761
1762 for (int i = 0; i < count; i++)
1763 {
1764 vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
1765
1766 v += 4;
1767 }
1768
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001769 applyUniformnfv(targetUniform, (const GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001770}
1771
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001772void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001773{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001774 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1775 gl::unorm<8>(clearParams.colorClearValue.red),
1776 gl::unorm<8>(clearParams.colorClearValue.green),
1777 gl::unorm<8>(clearParams.colorClearValue.blue));
1778 float depth = gl::clamp01(clearParams.depthClearValue);
1779 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001780
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001781 unsigned int stencilUnmasked = 0x0;
1782 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1783 {
1784 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1785 stencilUnmasked = (0x1 << stencilSize) - 1;
1786 }
1787
1788 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1789
1790 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1791 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1792 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1793 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1794 clearParams.colorMaskBlue && alphaUnmasked);
1795
1796 if (needMaskedColorClear || needMaskedStencilClear)
1797 {
1798 // State which is altered in all paths from this point to the clear call is saved.
1799 // State which is altered in only some paths will be flagged dirty in the case that
1800 // that path is taken.
1801 HRESULT hr;
1802 if (mMaskedClearSavedState == NULL)
1803 {
1804 hr = mDevice->BeginStateBlock();
1805 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1806
1807 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1808 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1809 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1810 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1811 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1812 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1813 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1814 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1815 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1816 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1817 mDevice->SetPixelShader(NULL);
1818 mDevice->SetVertexShader(NULL);
1819 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1820 mDevice->SetStreamSource(0, NULL, 0, 0);
1821 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1822 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1823 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1824 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1825 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1826 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1827 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1828
1829 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1830 {
1831 mDevice->SetStreamSourceFreq(i, 1);
1832 }
1833
1834 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1835 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1836 }
1837
1838 ASSERT(mMaskedClearSavedState != NULL);
1839
1840 if (mMaskedClearSavedState != NULL)
1841 {
1842 hr = mMaskedClearSavedState->Capture();
1843 ASSERT(SUCCEEDED(hr));
1844 }
1845
1846 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1847 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1848 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1849 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1850 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1851 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1852 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1853 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1854
1855 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1856 {
1857 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1858 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1859 clearParams.colorMaskGreen,
1860 clearParams.colorMaskBlue,
1861 clearParams.colorMaskAlpha));
1862 }
1863 else
1864 {
1865 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1866 }
1867
1868 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1869 {
1870 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1871 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1872 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1873 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1874 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1875 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1876 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1877 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1878 }
1879 else
1880 {
1881 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1882 }
1883
1884 mDevice->SetPixelShader(NULL);
1885 mDevice->SetVertexShader(NULL);
1886 mDevice->SetFVF(D3DFVF_XYZRHW);
1887 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1888 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1889 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1890 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1891 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1892 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1893 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1894
1895 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1896 {
1897 mDevice->SetStreamSourceFreq(i, 1);
1898 }
1899
1900 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1901 quad[0][0] = -0.5f;
1902 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1903 quad[0][2] = 0.0f;
1904 quad[0][3] = 1.0f;
1905
1906 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1907 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1908 quad[1][2] = 0.0f;
1909 quad[1][3] = 1.0f;
1910
1911 quad[2][0] = -0.5f;
1912 quad[2][1] = -0.5f;
1913 quad[2][2] = 0.0f;
1914 quad[2][3] = 1.0f;
1915
1916 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1917 quad[3][1] = -0.5f;
1918 quad[3][2] = 0.0f;
1919 quad[3][3] = 1.0f;
1920
1921 startScene();
1922 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1923
1924 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1925 {
1926 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1927 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1928 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1929 }
1930
1931 if (mMaskedClearSavedState != NULL)
1932 {
1933 mMaskedClearSavedState->Apply();
1934 }
1935 }
1936 else if (clearParams.mask)
1937 {
1938 DWORD dxClearFlags = 0;
1939 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1940 {
1941 dxClearFlags |= D3DCLEAR_TARGET;
1942 }
1943 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1944 {
1945 dxClearFlags |= D3DCLEAR_ZBUFFER;
1946 }
1947 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1948 {
1949 dxClearFlags |= D3DCLEAR_STENCIL;
1950 }
1951
1952 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1953 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001954}
1955
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001956void Renderer9::markAllStateDirty()
1957{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001958 mAppliedRenderTargetSerial = 0;
1959 mAppliedDepthbufferSerial = 0;
1960 mAppliedStencilbufferSerial = 0;
1961 mDepthStencilInitialized = false;
1962 mRenderTargetDescInitialized = false;
1963
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001964 mForceSetDepthStencilState = true;
1965 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001966 mForceSetScissor = true;
1967 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001968 mForceSetBlendState = true;
1969
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001970 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001971 {
1972 mForceSetVertexSamplerStates[i] = true;
1973 mCurVertexTextureSerials[i] = 0;
1974 }
1975 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1976 {
1977 mForceSetPixelSamplerStates[i] = true;
1978 mCurPixelTextureSerials[i] = 0;
1979 }
1980
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001981 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001982 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001983 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001984
1985 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001986}
1987
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001988void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001989{
1990 while (!mEventQueryPool.empty())
1991 {
1992 mEventQueryPool.back()->Release();
1993 mEventQueryPool.pop_back();
1994 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001995
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001996 if (mMaskedClearSavedState)
1997 {
1998 mMaskedClearSavedState->Release();
1999 mMaskedClearSavedState = NULL;
2000 }
2001
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002002 mVertexShaderCache.clear();
2003 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002004
daniel@transgaming.come569fc52012-11-28 20:56:02 +00002005 delete mBlit;
2006 mBlit = NULL;
2007
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002008 delete mVertexDataManager;
2009 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00002010
2011 delete mIndexDataManager;
2012 mIndexDataManager = NULL;
2013
2014 delete mLineLoopIB;
2015 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002016
2017 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2018 {
2019 delete mNullColorbufferCache[i].buffer;
2020 mNullColorbufferCache[i].buffer = NULL;
2021 }
2022
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002023}
2024
2025
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002026void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002027{
2028 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002029 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002030}
2031
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002032bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002033{
2034 return mDeviceLost;
2035}
2036
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002037// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002038bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002039{
2040 bool isLost = false;
2041
2042 if (mDeviceEx)
2043 {
2044 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
2045 }
2046 else if (mDevice)
2047 {
2048 isLost = FAILED(mDevice->TestCooperativeLevel());
2049 }
2050 else
2051 {
2052 // No device yet, so no reset required
2053 }
2054
2055 if (isLost)
2056 {
2057 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002058 // we'll probably get this done again by notifyDeviceLost
2059 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002060 // Note that we don't want to clear the device loss status here
2061 // -- this needs to be done by resetDevice
2062 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002063 if (notify)
2064 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002065 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002066 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002067 }
2068
2069 return isLost;
2070}
2071
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002072bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002073{
2074 HRESULT status = D3D_OK;
2075
2076 if (mDeviceEx)
2077 {
2078 status = mDeviceEx->CheckDeviceState(NULL);
2079 }
2080 else if (mDevice)
2081 {
2082 status = mDevice->TestCooperativeLevel();
2083 }
2084
2085 switch (status)
2086 {
2087 case D3DERR_DEVICENOTRESET:
2088 case D3DERR_DEVICEHUNG:
2089 return true;
2090 default:
2091 return false;
2092 }
2093}
2094
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002095bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002096{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002097 releaseDeviceResources();
2098
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002099 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2100
2101 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002102 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002103 int attempts = 3;
2104
2105 while (lost && attempts > 0)
2106 {
2107 if (mDeviceEx)
2108 {
2109 Sleep(500); // Give the graphics driver some CPU time
2110 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2111 }
2112 else
2113 {
2114 result = mDevice->TestCooperativeLevel();
2115 while (result == D3DERR_DEVICELOST)
2116 {
2117 Sleep(100); // Give the graphics driver some CPU time
2118 result = mDevice->TestCooperativeLevel();
2119 }
2120
2121 if (result == D3DERR_DEVICENOTRESET)
2122 {
2123 result = mDevice->Reset(&presentParameters);
2124 }
2125 }
2126
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002127 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002128 attempts --;
2129 }
2130
2131 if (FAILED(result))
2132 {
2133 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2134 return false;
2135 }
2136
2137 // reset device defaults
2138 initializeDevice();
2139 mDeviceLost = false;
2140
2141 return true;
2142}
2143
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002144DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002145{
2146 return mAdapterIdentifier.VendorId;
2147}
2148
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002149std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002150{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002151 std::ostringstream rendererString;
2152
2153 rendererString << mAdapterIdentifier.Description;
2154 if (getShareHandleSupport())
2155 {
2156 rendererString << " Direct3D9Ex";
2157 }
2158 else
2159 {
2160 rendererString << " Direct3D9";
2161 }
2162
2163 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2164 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2165
2166 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002167}
2168
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002169GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002170{
2171 return mAdapterIdentifier.DeviceIdentifier;
2172}
2173
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002174void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002175{
2176 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2177 {
2178 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2179 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2180
2181 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2182 }
2183}
2184
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002185bool Renderer9::getBGRATextureSupport() const
2186{
2187 // DirectX 9 always supports BGRA
2188 return true;
2189}
2190
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002191bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002192{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002193 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002194}
2195
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002196bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002197{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002198 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002199}
2200
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002201bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002202{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002203 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204}
2205
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002206bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002207{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002208 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002209}
2210
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002211bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002212{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002213 *filtering = mFloat32FilterSupport;
2214 *renderable = mFloat32RenderSupport;
2215 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002216}
2217
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002218bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002219{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002220 *filtering = mFloat16FilterSupport;
2221 *renderable = mFloat16RenderSupport;
2222 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002223}
2224
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002225bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002226{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002227 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002228}
2229
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002230bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002231{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002232 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002233}
2234
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002235bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002236{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002237 return mSupportsTextureFilterAnisotropy;
2238}
2239
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002240float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002241{
2242 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002243 {
2244 return mDeviceCaps.MaxAnisotropy;
2245 }
2246 return 1.0f;
2247}
2248
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002249bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002250{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002251 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002252}
2253
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002254unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002255{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002256 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2257 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002258}
2259
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002260unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2261{
2262 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2263}
2264
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002265int Renderer9::getMaxVertexUniformVectors() const
2266{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002267 return MAX_VERTEX_UNIFORM_VECTORS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002268}
2269
2270int Renderer9::getMaxFragmentUniformVectors() const
2271{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002272 return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002273}
2274
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002275int Renderer9::getMaxVaryingVectors() const
2276{
2277 return getMajorShaderModel() >= 3 ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2278}
2279
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002280bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002281{
2282 return mSupportsNonPower2Textures;
2283}
2284
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002285bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002286{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002287 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002288}
2289
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002290bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002291{
2292 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2293}
2294
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002295bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002296{
2297 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002298 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002299}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002300
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002301bool Renderer9::getDerivativeInstructionSupport() const
2302{
2303 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2304}
2305
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002306int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002307{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002308 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002309}
2310
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002311float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002312{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002313 // Point size clamped at 1.0f for SM2
2314 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002315}
2316
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002317int Renderer9::getMaxViewportDimension() const
2318{
2319 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2320 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2321 return maxTextureDimension;
2322}
2323
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002324int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002325{
2326 return (int)mDeviceCaps.MaxTextureWidth;
2327}
2328
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002329int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002330{
2331 return (int)mDeviceCaps.MaxTextureHeight;
2332}
2333
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002334bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002335{
2336 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2337}
2338
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002339DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002340{
2341 return mDeviceCaps.DeclTypes;
2342}
2343
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002344int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002345{
2346 return mMinSwapInterval;
2347}
2348
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002349int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002350{
2351 return mMaxSwapInterval;
2352}
2353
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002354int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002355{
2356 return mMaxSupportedSamples;
2357}
2358
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002359int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002360{
2361 if (requested == 0)
2362 {
2363 return requested;
2364 }
2365
2366 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2367 if (itr == mMultiSampleSupport.end())
2368 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002369 if (format == D3DFMT_UNKNOWN)
2370 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002371 return -1;
2372 }
2373
2374 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2375 {
2376 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2377 {
2378 return i;
2379 }
2380 }
2381
2382 return -1;
2383}
2384
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002385D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2386{
2387 switch (internalformat)
2388 {
2389 case GL_DEPTH_COMPONENT16:
2390 case GL_DEPTH_COMPONENT32_OES:
2391 case GL_DEPTH24_STENCIL8_OES:
2392 return D3DFMT_INTZ;
2393 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2394 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2395 return D3DFMT_DXT1;
2396 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2397 return D3DFMT_DXT3;
2398 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2399 return D3DFMT_DXT5;
2400 case GL_RGBA32F_EXT:
2401 case GL_RGB32F_EXT:
2402 case GL_ALPHA32F_EXT:
2403 case GL_LUMINANCE32F_EXT:
2404 case GL_LUMINANCE_ALPHA32F_EXT:
2405 return D3DFMT_A32B32G32R32F;
2406 case GL_RGBA16F_EXT:
2407 case GL_RGB16F_EXT:
2408 case GL_ALPHA16F_EXT:
2409 case GL_LUMINANCE16F_EXT:
2410 case GL_LUMINANCE_ALPHA16F_EXT:
2411 return D3DFMT_A16B16G16R16F;
2412 case GL_LUMINANCE8_EXT:
2413 if (getLuminanceTextureSupport())
2414 {
2415 return D3DFMT_L8;
2416 }
2417 break;
2418 case GL_LUMINANCE8_ALPHA8_EXT:
2419 if (getLuminanceAlphaTextureSupport())
2420 {
2421 return D3DFMT_A8L8;
2422 }
2423 break;
2424 case GL_RGB8_OES:
2425 case GL_RGB565:
2426 return D3DFMT_X8R8G8B8;
2427 }
2428
2429 return D3DFMT_A8R8G8B8;
2430}
2431
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002432bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002433{
2434 bool result = false;
2435
2436 if (source && dest)
2437 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002438 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2439 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002440
2441 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002442 for (int i = 0; i < levels; ++i)
2443 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002444 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2445 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002446
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002447 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002448
2449 if (srcSurf) srcSurf->Release();
2450 if (dstSurf) dstSurf->Release();
2451
2452 if (!result)
2453 return false;
2454 }
2455 }
2456
2457 return result;
2458}
2459
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002460bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002461{
2462 bool result = false;
2463
2464 if (source && dest)
2465 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002466 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2467 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002468 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002469 for (int f = 0; f < 6; f++)
2470 {
2471 for (int i = 0; i < levels; i++)
2472 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002473 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2474 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002475
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002476 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002477
2478 if (srcSurf) srcSurf->Release();
2479 if (dstSurf) dstSurf->Release();
2480
2481 if (!result)
2482 return false;
2483 }
2484 }
2485 }
2486
2487 return result;
2488}
2489
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002490D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002491{
2492 if (mD3d9Ex != NULL)
2493 {
2494 return D3DPOOL_DEFAULT;
2495 }
2496 else
2497 {
2498 if (!(usage & D3DUSAGE_DYNAMIC))
2499 {
2500 return D3DPOOL_MANAGED;
2501 }
2502 }
2503
2504 return D3DPOOL_DEFAULT;
2505}
2506
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002507bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002508 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002509{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002510 RECT rect;
2511 rect.left = sourceRect.x;
2512 rect.top = sourceRect.y;
2513 rect.right = sourceRect.x + sourceRect.width;
2514 rect.bottom = sourceRect.y + sourceRect.height;
2515
2516 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002517}
2518
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002519bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002520 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002521{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002522 RECT rect;
2523 rect.left = sourceRect.x;
2524 rect.top = sourceRect.y;
2525 rect.right = sourceRect.x + sourceRect.width;
2526 rect.bottom = sourceRect.y + sourceRect.height;
2527
2528 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002529}
2530
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002531bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002532 bool blitRenderTarget, bool blitDepthStencil)
2533{
2534 endScene();
2535
2536 if (blitRenderTarget)
2537 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002538 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2539 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2540 RenderTarget9 *readRenderTarget = NULL;
2541 RenderTarget9 *drawRenderTarget = NULL;
2542 IDirect3DSurface9* readSurface = NULL;
2543 IDirect3DSurface9* drawSurface = NULL;
2544
2545 if (readBuffer)
2546 {
2547 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2548 }
2549 if (drawBuffer)
2550 {
2551 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2552 }
2553
2554 if (readRenderTarget)
2555 {
2556 readSurface = readRenderTarget->getSurface();
2557 }
2558 if (drawRenderTarget)
2559 {
2560 drawSurface = drawRenderTarget->getSurface();
2561 }
2562
2563 if (!readSurface || !drawSurface)
2564 {
2565 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002566 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002567 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002568
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002569 RECT srcRect;
2570 srcRect.left = readRect.x;
2571 srcRect.right = readRect.x + readRect.width;
2572 srcRect.top = readRect.y;
2573 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002574
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002575 RECT dstRect;
2576 dstRect.left = drawRect.x;
2577 dstRect.right = drawRect.x + drawRect.width;
2578 dstRect.top = drawRect.y;
2579 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002580
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002581 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002582
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002583 readSurface->Release();
2584 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002585
2586 if (FAILED(result))
2587 {
2588 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2589 return false;
2590 }
2591 }
2592
2593 if (blitDepthStencil)
2594 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002595 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2596 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2597 RenderTarget9 *readDepthStencil = NULL;
2598 RenderTarget9 *drawDepthStencil = NULL;
2599 IDirect3DSurface9* readSurface = NULL;
2600 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002601
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002602 if (readBuffer)
2603 {
2604 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2605 }
2606 if (drawBuffer)
2607 {
2608 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2609 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002610
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002611 if (readDepthStencil)
2612 {
2613 readSurface = readDepthStencil->getSurface();
2614 }
2615 if (drawDepthStencil)
2616 {
2617 drawSurface = drawDepthStencil->getSurface();
2618 }
2619
2620 if (!readSurface || !drawSurface)
2621 {
2622 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002623 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002624 }
2625
2626 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2627
2628 readSurface->Release();
2629 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002630
2631 if (FAILED(result))
2632 {
2633 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2634 return false;
2635 }
2636 }
2637
2638 return true;
2639}
2640
2641void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2642 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2643{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002644 RenderTarget9 *renderTarget = NULL;
2645 IDirect3DSurface9 *surface = NULL;
2646 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2647
2648 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002649 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002650 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2651 }
2652
2653 if (renderTarget)
2654 {
2655 surface = renderTarget->getSurface();
2656 }
2657
2658 if (!surface)
2659 {
2660 // context must be lost
2661 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002662 }
2663
2664 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002665 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002666
2667 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2668 {
2669 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002670 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002671 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002672 }
2673
2674 HRESULT result;
2675 IDirect3DSurface9 *systemSurface = NULL;
2676 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2677 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2678 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2679 if (directToPixels)
2680 {
2681 // Use the pixels ptr as a shared handle to write directly into client's memory
2682 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2683 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2684 if (FAILED(result))
2685 {
2686 // Try again without the shared handle
2687 directToPixels = false;
2688 }
2689 }
2690
2691 if (!directToPixels)
2692 {
2693 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2694 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2695 if (FAILED(result))
2696 {
2697 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002698 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002699 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002700 }
2701 }
2702
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002703 result = mDevice->GetRenderTargetData(surface, systemSurface);
2704 surface->Release();
2705 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002706
2707 if (FAILED(result))
2708 {
2709 systemSurface->Release();
2710
2711 // It turns out that D3D will sometimes produce more error
2712 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002713 if (d3d9::isDeviceLostError(result))
2714 {
2715 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002716 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002717 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002718 else
2719 {
2720 UNREACHABLE();
2721 return;
2722 }
2723
2724 }
2725
2726 if (directToPixels)
2727 {
2728 systemSurface->Release();
2729 return;
2730 }
2731
2732 RECT rect;
2733 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2734 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2735 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2736 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2737
2738 D3DLOCKED_RECT lock;
2739 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2740
2741 if (FAILED(result))
2742 {
2743 UNREACHABLE();
2744 systemSurface->Release();
2745
2746 return; // No sensible error to generate
2747 }
2748
2749 unsigned char *dest = (unsigned char*)pixels;
2750 unsigned short *dest16 = (unsigned short*)pixels;
2751
2752 unsigned char *source;
2753 int inputPitch;
2754 if (packReverseRowOrder)
2755 {
2756 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2757 inputPitch = -lock.Pitch;
2758 }
2759 else
2760 {
2761 source = (unsigned char*)lock.pBits;
2762 inputPitch = lock.Pitch;
2763 }
2764
2765 unsigned int fastPixelSize = 0;
2766
2767 if (desc.Format == D3DFMT_A8R8G8B8 &&
2768 format == GL_BGRA_EXT &&
2769 type == GL_UNSIGNED_BYTE)
2770 {
2771 fastPixelSize = 4;
2772 }
2773 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2774 format == GL_BGRA_EXT &&
2775 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2776 (desc.Format == D3DFMT_A1R5G5B5 &&
2777 format == GL_BGRA_EXT &&
2778 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2779 {
2780 fastPixelSize = 2;
2781 }
2782 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2783 format == GL_RGBA &&
2784 type == GL_HALF_FLOAT_OES)
2785 {
2786 fastPixelSize = 8;
2787 }
2788 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2789 format == GL_RGBA &&
2790 type == GL_FLOAT)
2791 {
2792 fastPixelSize = 16;
2793 }
2794
2795 for (int j = 0; j < rect.bottom - rect.top; j++)
2796 {
2797 if (fastPixelSize != 0)
2798 {
2799 // Fast path for formats which require no translation:
2800 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2801 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2802 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2803 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2804 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2805 //
2806 // Note that buffers with no alpha go through the slow path below.
2807 memcpy(dest + j * outputPitch,
2808 source + j * inputPitch,
2809 (rect.right - rect.left) * fastPixelSize);
2810 continue;
2811 }
2812
2813 for (int i = 0; i < rect.right - rect.left; i++)
2814 {
2815 float r;
2816 float g;
2817 float b;
2818 float a;
2819
2820 switch (desc.Format)
2821 {
2822 case D3DFMT_R5G6B5:
2823 {
2824 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2825
2826 a = 1.0f;
2827 b = (rgb & 0x001F) * (1.0f / 0x001F);
2828 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2829 r = (rgb & 0xF800) * (1.0f / 0xF800);
2830 }
2831 break;
2832 case D3DFMT_A1R5G5B5:
2833 {
2834 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2835
2836 a = (argb & 0x8000) ? 1.0f : 0.0f;
2837 b = (argb & 0x001F) * (1.0f / 0x001F);
2838 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2839 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2840 }
2841 break;
2842 case D3DFMT_A8R8G8B8:
2843 {
2844 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2845
2846 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2847 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2848 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2849 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2850 }
2851 break;
2852 case D3DFMT_X8R8G8B8:
2853 {
2854 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2855
2856 a = 1.0f;
2857 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2858 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2859 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2860 }
2861 break;
2862 case D3DFMT_A2R10G10B10:
2863 {
2864 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2865
2866 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2867 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2868 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2869 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2870 }
2871 break;
2872 case D3DFMT_A32B32G32R32F:
2873 {
2874 // float formats in D3D are stored rgba, rather than the other way round
2875 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2876 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2877 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2878 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2879 }
2880 break;
2881 case D3DFMT_A16B16G16R16F:
2882 {
2883 // float formats in D3D are stored rgba, rather than the other way round
2884 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2885 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2886 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2887 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2888 }
2889 break;
2890 default:
2891 UNIMPLEMENTED(); // FIXME
2892 UNREACHABLE();
2893 return;
2894 }
2895
2896 switch (format)
2897 {
2898 case GL_RGBA:
2899 switch (type)
2900 {
2901 case GL_UNSIGNED_BYTE:
2902 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2903 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2904 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2905 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2906 break;
2907 default: UNREACHABLE();
2908 }
2909 break;
2910 case GL_BGRA_EXT:
2911 switch (type)
2912 {
2913 case GL_UNSIGNED_BYTE:
2914 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2915 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2916 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2917 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2918 break;
2919 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2920 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2921 // this type is packed as follows:
2922 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2923 // --------------------------------------------------------------------------------
2924 // | 4th | 3rd | 2nd | 1st component |
2925 // --------------------------------------------------------------------------------
2926 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2927 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2928 ((unsigned short)(15 * a + 0.5f) << 12)|
2929 ((unsigned short)(15 * r + 0.5f) << 8) |
2930 ((unsigned short)(15 * g + 0.5f) << 4) |
2931 ((unsigned short)(15 * b + 0.5f) << 0);
2932 break;
2933 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2934 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2935 // this type is packed as follows:
2936 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2937 // --------------------------------------------------------------------------------
2938 // | 4th | 3rd | 2nd | 1st component |
2939 // --------------------------------------------------------------------------------
2940 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2941 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2942 ((unsigned short)( a + 0.5f) << 15) |
2943 ((unsigned short)(31 * r + 0.5f) << 10) |
2944 ((unsigned short)(31 * g + 0.5f) << 5) |
2945 ((unsigned short)(31 * b + 0.5f) << 0);
2946 break;
2947 default: UNREACHABLE();
2948 }
2949 break;
2950 case GL_RGB:
2951 switch (type)
2952 {
2953 case GL_UNSIGNED_SHORT_5_6_5:
2954 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2955 ((unsigned short)(31 * b + 0.5f) << 0) |
2956 ((unsigned short)(63 * g + 0.5f) << 5) |
2957 ((unsigned short)(31 * r + 0.5f) << 11);
2958 break;
2959 case GL_UNSIGNED_BYTE:
2960 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2961 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2962 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2963 break;
2964 default: UNREACHABLE();
2965 }
2966 break;
2967 default: UNREACHABLE();
2968 }
2969 }
2970 }
2971
2972 systemSurface->UnlockRect();
2973
2974 systemSurface->Release();
2975}
2976
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002977RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2978{
2979 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2980 IDirect3DSurface9 *surface = NULL;
2981 if (depth)
2982 {
2983 surface = swapChain9->getDepthStencil();
2984 }
2985 else
2986 {
2987 surface = swapChain9->getRenderTarget();
2988 }
2989
2990 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2991
2992 return renderTarget;
2993}
2994
2995RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2996{
2997 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2998 return renderTarget;
2999}
3000
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003001ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003002{
3003 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003004
3005 switch (type)
3006 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003007 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003008 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003009 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003010 if (vshader)
3011 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003012 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003013 }
3014 }
3015 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003016 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003017 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003018 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003019 if (pshader)
3020 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003021 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003022 }
3023 }
3024 break;
3025 default:
3026 UNREACHABLE();
3027 break;
3028 }
3029
3030 return executable;
3031}
3032
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003033ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003034{
3035 const char *profile = NULL;
3036
3037 switch (type)
3038 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003039 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003040 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3041 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003042 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003043 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3044 break;
3045 default:
3046 UNREACHABLE();
3047 return NULL;
3048 }
3049
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00003050 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003051 if (!binary)
3052 return NULL;
3053
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003054 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003055 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003056
3057 return executable;
3058}
3059
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003060bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3061{
3062 return mBlit->boxFilter(source, dest);
3063}
3064
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003065D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003066{
3067 if (mD3d9Ex != NULL)
3068 {
3069 return D3DPOOL_DEFAULT;
3070 }
3071 else
3072 {
3073 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3074 {
3075 return D3DPOOL_MANAGED;
3076 }
3077 }
3078
3079 return D3DPOOL_DEFAULT;
3080}
3081
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003082bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3083{
3084 if (source && dest)
3085 {
3086 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003087
3088 if (fromManaged)
3089 {
3090 D3DSURFACE_DESC desc;
3091 source->GetDesc(&desc);
3092
3093 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003094 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003095
3096 if (SUCCEEDED(result))
3097 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003098 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003099 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003100 surf->Release();
3101 }
3102 }
3103 else
3104 {
3105 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003106 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003107 }
3108
3109 if (FAILED(result))
3110 {
3111 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3112 return false;
3113 }
3114 }
3115
3116 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003117}
3118
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003119Image *Renderer9::createImage()
3120{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003121 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003122}
3123
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003124void Renderer9::generateMipmap(Image *dest, Image *src)
3125{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003126 Image9 *src9 = Image9::makeImage9(src);
3127 Image9 *dst9 = Image9::makeImage9(dest);
3128 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003129}
3130
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003131TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3132{
3133 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3134 return new TextureStorage9_2D(this, swapChain9);
3135}
3136
3137TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3138{
3139 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3140}
3141
3142TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3143{
3144 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3145}
3146
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003147}