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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002//
daniel@transgaming.com669c9952013-01-11 04:08:16 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00008// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000011#include "libGLESv2/Buffer.h"
shannon.woods@transgaming.comd2811d62013-02-28 23:11:19 +000012#include "libGLESv2/Texture.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000013#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000014#include "libGLESv2/Renderbuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com50aadb02012-11-28 21:06:11 +000016#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000017#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000018#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000019#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000020#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com34da3972012-12-20 21:10:29 +000021#include "libGLESv2/renderer/TextureStorage9.h"
daniel@transgaming.com4ba24062012-12-20 20:54:24 +000022#include "libGLESv2/renderer/Image9.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000023#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000024#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com3f255b42012-12-20 21:07:35 +000025#include "libGLESv2/renderer/VertexBuffer9.h"
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +000026#include "libGLESv2/renderer/IndexBuffer9.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000027#include "libGLESv2/renderer/BufferStorage9.h"
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +000028#include "libGLESv2/renderer/Query9.h"
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +000029#include "libGLESv2/renderer/Fence9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000030
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000031#include "libEGL/Display.h"
32
daniel@transgaming.com621ce052012-10-31 17:52:29 +000033// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
34#define REF_RAST 0
35
36// The "Debug This Pixel..." feature in PIX often fails when using the
37// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
38// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
39#if !defined(ANGLE_ENABLE_D3D9EX)
40// Enables use of the IDirect3D9Ex interface, when available
41#define ANGLE_ENABLE_D3D9EX 1
42#endif // !defined(ANGLE_ENABLE_D3D9EX)
43
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +000044#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
45#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
46#endif
47
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000048namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000049{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000050static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000051 {
52 D3DFMT_A1R5G5B5,
53 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
54 D3DFMT_A8R8G8B8,
55 D3DFMT_R5G6B5,
56 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
57 D3DFMT_X8R8G8B8
58 };
59
daniel@transgaming.com222ee082012-11-28 19:31:49 +000060static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000061 {
62 D3DFMT_UNKNOWN,
63 // D3DFMT_D16_LOCKABLE,
64 D3DFMT_D32,
65 // D3DFMT_D15S1,
66 D3DFMT_D24S8,
67 D3DFMT_D24X8,
68 // D3DFMT_D24X4S4,
69 D3DFMT_D16,
70 // D3DFMT_D32F_LOCKABLE,
71 // D3DFMT_D24FS8
72 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000073
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000074enum
75{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +000076 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
77 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
78 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
79 MAX_VARYING_VECTORS_SM2 = 8,
80 MAX_VARYING_VECTORS_SM3 = 10,
81
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000082 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
83};
84
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000085Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000086{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000087 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000088
89 mD3d9 = NULL;
90 mD3d9Ex = NULL;
91 mDevice = NULL;
92 mDeviceEx = NULL;
93 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000094 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000095
96 mAdapter = D3DADAPTER_DEFAULT;
97
98 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
99 mDeviceType = D3DDEVTYPE_REF;
100 #else
101 mDeviceType = D3DDEVTYPE_HAL;
102 #endif
103
104 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000105
106 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000107
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +0000108 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000109
110 mVertexDataManager = NULL;
111 mIndexDataManager = NULL;
112 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +0000113
114 mMaxNullColorbufferLRU = 0;
115 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
116 {
117 mNullColorbufferCache[i].lruCount = 0;
118 mNullColorbufferCache[i].width = 0;
119 mNullColorbufferCache[i].height = 0;
120 mNullColorbufferCache[i].buffer = NULL;
121 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000122}
123
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000124Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000125{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000126 releaseDeviceResources();
127
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000128 if (mDevice)
129 {
130 // 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 +0000131 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000132 {
133 resetDevice();
134 }
135
136 mDevice->Release();
137 mDevice = NULL;
138 }
139
140 if (mDeviceEx)
141 {
142 mDeviceEx->Release();
143 mDeviceEx = NULL;
144 }
145
146 if (mD3d9)
147 {
148 mD3d9->Release();
149 mD3d9 = NULL;
150 }
151
152 if (mDeviceWindow)
153 {
154 DestroyWindow(mDeviceWindow);
155 mDeviceWindow = NULL;
156 }
157
158 if (mD3d9Ex)
159 {
160 mD3d9Ex->Release();
161 mD3d9Ex = NULL;
162 }
163
164 if (mD3d9Module)
165 {
166 mD3d9Module = NULL;
167 }
168
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000169 while (!mMultiSampleSupport.empty())
170 {
171 delete [] mMultiSampleSupport.begin()->second;
172 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
173 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000174}
175
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000176Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
177{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000178 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000179 return static_cast<rx::Renderer9*>(renderer);
180}
181
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000182EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000183{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000184 if (!initializeCompiler())
185 {
186 return EGL_NOT_INITIALIZED;
187 }
188
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000189 if (mSoftwareDevice)
190 {
191 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
192 }
193 else
194 {
195 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
196 }
197
198 if (mD3d9Module == NULL)
199 {
200 ERR("No D3D9 module found - aborting!\n");
201 return EGL_NOT_INITIALIZED;
202 }
203
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000204 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
205 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
206
207 // Use Direct3D9Ex if available. Among other things, this version is less
208 // inclined to report a lost context, for example when the user switches
209 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
210 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
211 {
212 ASSERT(mD3d9Ex);
213 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
214 ASSERT(mD3d9);
215 }
216 else
217 {
218 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
219 }
220
221 if (!mD3d9)
222 {
223 ERR("Could not create D3D9 device - aborting!\n");
224 return EGL_NOT_INITIALIZED;
225 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000226
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000227 if (mDc != NULL)
228 {
229 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
230 }
231
232 HRESULT result;
233
234 // Give up on getting device caps after about one second.
235 for (int i = 0; i < 10; ++i)
236 {
237 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
238 if (SUCCEEDED(result))
239 {
240 break;
241 }
242 else if (result == D3DERR_NOTAVAILABLE)
243 {
244 Sleep(100); // Give the driver some time to initialize/recover
245 }
246 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
247 {
248 ERR("failed to get device caps (0x%x)\n", result);
249 return EGL_NOT_INITIALIZED;
250 }
251 }
252
253 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
254 {
255 ERR("Renderer does not support PS 2.0. aborting!\n");
256 return EGL_NOT_INITIALIZED;
257 }
258
259 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
260 // This is required by Texture2D::convertToRenderTarget.
261 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
262 {
263 ERR("Renderer does not support stretctrect from textures!\n");
264 return EGL_NOT_INITIALIZED;
265 }
266
267 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
268
269 // ATI cards on XP have problems with non-power-of-two textures.
270 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
271 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
272 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
273 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
274
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000275 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
276 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
277
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000278 mMinSwapInterval = 4;
279 mMaxSwapInterval = 0;
280
281 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
282 {
283 mMinSwapInterval = std::min(mMinSwapInterval, 0);
284 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
285 }
286 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
287 {
288 mMinSwapInterval = std::min(mMinSwapInterval, 1);
289 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
290 }
291 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
292 {
293 mMinSwapInterval = std::min(mMinSwapInterval, 2);
294 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
295 }
296 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
297 {
298 mMinSwapInterval = std::min(mMinSwapInterval, 3);
299 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
300 }
301 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
302 {
303 mMinSwapInterval = std::min(mMinSwapInterval, 4);
304 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
305 }
306
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000307 int max = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000308 for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000309 {
310 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000311 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
312 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000313
314 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
315 {
316 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
317 {
318 max = j;
319 }
320 }
321 }
322
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000323 for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000324 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000325 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000326 continue;
327
328 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000329 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
330 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000331
332 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
333 {
334 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
335 {
336 max = j;
337 }
338 }
339 }
340
341 mMaxSupportedSamples = max;
342
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000343 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
344 static const TCHAR className[] = TEXT("STATIC");
345
346 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
347
348 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
349 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
350
351 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
352 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
353 {
354 return EGL_BAD_ALLOC;
355 }
356
357 if (FAILED(result))
358 {
359 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
360
361 if (FAILED(result))
362 {
363 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
364 return EGL_BAD_ALLOC;
365 }
366 }
367
368 if (mD3d9Ex)
369 {
370 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
371 ASSERT(SUCCEEDED(result));
372 }
373
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000374 mVertexShaderCache.initialize(mDevice);
375 mPixelShaderCache.initialize(mDevice);
376
daniel@transgaming.com669c9952013-01-11 04:08:16 +0000377 // Check occlusion query support
378 IDirect3DQuery9 *occlusionQuery = NULL;
379 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
380 {
381 occlusionQuery->Release();
382 mOcclusionQuerySupport = true;
383 }
384 else
385 {
386 mOcclusionQuerySupport = false;
387 }
388
389 // Check event query support
390 IDirect3DQuery9 *eventQuery = NULL;
391 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
392 {
393 eventQuery->Release();
394 mEventQuerySupport = true;
395 }
396 else
397 {
398 mEventQuerySupport = false;
399 }
400
401 D3DDISPLAYMODE currentDisplayMode;
402 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
403
404 // Check vertex texture support
405 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
406 // We test this using D3D9 by checking support for the R16F format.
407 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
408 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
409 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
410
411 // Check depth texture support
412 // we use INTZ for depth textures in Direct3D9
413 // we also want NULL texture support to ensure the we can make depth-only FBOs
414 // see http://aras-p.info/texts/D3D9GPUHacks.html
415 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
416 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
417 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
418 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
419
420 // Check 32 bit floating point texture support
421 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
422 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
423 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
424 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
425
426 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
427 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
428 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
429 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
430
431 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
432 {
433 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
434 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
435 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
436 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
437 }
438 else
439 {
440 mFloat32TextureSupport = true;
441 }
442
443 // Check 16 bit floating point texture support
444 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
445 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
446 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
447 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
448
449 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
450 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
451 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
452 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
453
454 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
455 {
456 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
457 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
458 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
459 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
460 }
461 else
462 {
463 mFloat16TextureSupport = true;
464 }
465
466 // Check DXT texture support
467 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
468 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
469 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
470
471 // Check luminance[alpha] texture support
472 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
473 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
474
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000475 initializeDevice();
476
477 return EGL_SUCCESS;
478}
479
480// do any one-time device initialization
481// NOTE: this is also needed after a device lost/reset
482// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000483void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000484{
485 // Permanent non-default states
486 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
487 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
488
489 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
490 {
491 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
492 }
493 else
494 {
495 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
496 }
497
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000498 markAllStateDirty();
499
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000500 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000501
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000502 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000503 mBlit = new Blit(this);
daniel@transgaming.com31240482012-11-28 21:06:41 +0000504 mVertexDataManager = new rx::VertexDataManager(this);
505 mIndexDataManager = new rx::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000506}
507
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000508D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000509{
510 D3DPRESENT_PARAMETERS presentParameters = {0};
511
512 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
513 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
514 presentParameters.BackBufferCount = 1;
515 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
516 presentParameters.BackBufferWidth = 1;
517 presentParameters.BackBufferHeight = 1;
518 presentParameters.EnableAutoDepthStencil = FALSE;
519 presentParameters.Flags = 0;
520 presentParameters.hDeviceWindow = mDeviceWindow;
521 presentParameters.MultiSampleQuality = 0;
522 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
523 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
524 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
525 presentParameters.Windowed = TRUE;
526
527 return presentParameters;
528}
529
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000530int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000531{
532 D3DDISPLAYMODE currentDisplayMode;
533 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
534
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000535 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
536 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000537 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
538 int numConfigs = 0;
539
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000540 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000541 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000542 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000543
544 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
545
546 if (SUCCEEDED(result))
547 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000548 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000549 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000550 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000551 HRESULT result = D3D_OK;
552
553 if(depthStencilFormat != D3DFMT_UNKNOWN)
554 {
555 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
556 }
557
558 if (SUCCEEDED(result))
559 {
560 if(depthStencilFormat != D3DFMT_UNKNOWN)
561 {
562 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
563 }
564
565 if (SUCCEEDED(result))
566 {
567 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000568 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
569 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000570 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
571 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000572 newConfig.es3Capable = false;
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000573
574 (*configDescList)[numConfigs++] = newConfig;
575 }
576 }
577 }
578 }
579 }
580
581 return numConfigs;
582}
583
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000584void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000585{
586 delete [] (configDescList);
587}
588
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000589void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000590{
591 if (!mSceneStarted)
592 {
593 long result = mDevice->BeginScene();
594 if (SUCCEEDED(result)) {
595 // This is defensive checking against the device being
596 // lost at unexpected times.
597 mSceneStarted = true;
598 }
599 }
600}
601
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000602void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000603{
604 if (mSceneStarted)
605 {
606 // EndScene can fail if the device was lost, for example due
607 // to a TDR during a draw call.
608 mDevice->EndScene();
609 mSceneStarted = false;
610 }
611}
612
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000613void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000614{
615 HRESULT result;
616
617 IDirect3DQuery9* query = allocateEventQuery();
618 if (!query)
619 {
620 return;
621 }
622
623 result = query->Issue(D3DISSUE_END);
624 ASSERT(SUCCEEDED(result));
625
626 do
627 {
628 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
629
630 if(block && result == S_FALSE)
631 {
632 // Keep polling, but allow other threads to do something useful first
633 Sleep(0);
634 // explicitly check for device loss
635 // some drivers seem to return S_FALSE even if the device is lost
636 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000637 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000638 {
639 result = D3DERR_DEVICELOST;
640 }
641 }
642 }
643 while(block && result == S_FALSE);
644
645 freeEventQuery(query);
646
shannon.woods@transgaming.comf5f59492013-02-28 23:04:40 +0000647 if (d3d9::isDeviceLostError(result))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000648 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +0000649 notifyDeviceLost();
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000650 }
651}
652
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000653SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
654{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000655 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000656}
657
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000658IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000659{
660 IDirect3DQuery9 *query = NULL;
661
662 if (mEventQueryPool.empty())
663 {
664 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
665 ASSERT(SUCCEEDED(result));
666 }
667 else
668 {
669 query = mEventQueryPool.back();
670 mEventQueryPool.pop_back();
671 }
672
673 return query;
674}
675
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000676void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000677{
678 if (mEventQueryPool.size() > 1000)
679 {
680 query->Release();
681 }
682 else
683 {
684 mEventQueryPool.push_back(query);
685 }
686}
687
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000688IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000689{
690 return mVertexShaderCache.create(function, length);
691}
692
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000693IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000694{
695 return mPixelShaderCache.create(function, length);
696}
697
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000698HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
699{
700 D3DPOOL Pool = getBufferPool(Usage);
701 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
702}
703
daniel@transgaming.com3f255b42012-12-20 21:07:35 +0000704VertexBuffer *Renderer9::createVertexBuffer()
705{
706 return new VertexBuffer9(this);
707}
708
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000709HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
710{
711 D3DPOOL Pool = getBufferPool(Usage);
712 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
713}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000714
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +0000715IndexBuffer *Renderer9::createIndexBuffer()
716{
717 return new IndexBuffer9(this);
718}
719
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +0000720BufferStorage *Renderer9::createBufferStorage()
721{
722 return new BufferStorage9();
723}
724
shannon.woods@transgaming.com50df6c52013-02-28 23:02:49 +0000725QueryImpl *Renderer9::createQuery(GLenum type)
726{
727 return new Query9(this, type);
728}
729
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +0000730FenceImpl *Renderer9::createFence()
731{
732 return new Fence9(this);
733}
734
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000735void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000736{
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000737 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
738 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000739
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000740 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000741 {
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000742 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
743 int d3dSampler = index + d3dSamplerOffset;
744
745 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
746 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
747
748 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
749 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
750 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
751 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
752 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
753 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
754 if (mSupportsTextureFilterAnisotropy)
755 {
756 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
757 }
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000758 }
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000759
760 forceSetSamplers[index] = false;
761 appliedSamplers[index] = samplerState;
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000762}
763
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000764void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000765{
766 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
767 int d3dSampler = index + d3dSamplerOffset;
768 IDirect3DBaseTexture9 *d3dTexture = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000769 unsigned int serial = 0;
770 bool forceSetTexture = false;
771
772 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000773
774 if (texture)
775 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000776 TextureStorageInterface *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000777 if (texStorage)
778 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +0000779 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +0000780 d3dTexture = storage9->getBaseTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000781 }
782 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000783 // in the texture class and we're unexpectedly missing the d3d texture
784 ASSERT(d3dTexture != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000785
786 serial = texture->getTextureSerial();
787 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000788 }
789
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000790 if (forceSetTexture || appliedSerials[index] != serial)
791 {
792 mDevice->SetTexture(d3dSampler, d3dTexture);
793 }
794
795 appliedSerials[index] = serial;
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000796}
797
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000798void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000799{
800 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000801
802 if (rasterStateChanged)
803 {
804 // Set the cull mode
805 if (rasterState.cullFace)
806 {
807 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
808 }
809 else
810 {
811 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
812 }
813
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000814 if (rasterState.polygonOffsetFill)
815 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000816 if (mCurDepthSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000817 {
818 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
819
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000820 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000821 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
822 }
823 }
824 else
825 {
826 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
827 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
828 }
829
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000830 mCurRasterState = rasterState;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000831 }
832
833 mForceSetRasterState = false;
834}
835
836void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
837{
838 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
839 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
840 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
841
842 if (blendStateChanged || blendColorChanged)
843 {
844 if (blendState.blend)
845 {
846 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
847
848 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
849 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
850 {
851 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
852 }
853 else
854 {
855 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
856 gl::unorm<8>(blendColor.alpha),
857 gl::unorm<8>(blendColor.alpha),
858 gl::unorm<8>(blendColor.alpha)));
859 }
860
861 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
862 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
863 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
864
865 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
866 blendState.destBlendRGB != blendState.destBlendAlpha ||
867 blendState.blendEquationRGB != blendState.blendEquationAlpha)
868 {
869 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
870
871 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
872 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
873 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
874 }
875 else
876 {
877 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
878 }
879 }
880 else
881 {
882 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
883 }
884
885 if (blendState.sampleAlphaToCoverage)
886 {
887 FIXME("Sample alpha to coverage is unimplemented.");
888 }
889
890 // Set the color mask
891 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
892 // Apparently some ATI cards have a bug where a draw with a zero color
893 // write mask can cause later draws to have incorrect results. Instead,
894 // set a nonzero color write mask but modify the blend state so that no
895 // drawing is done.
896 // http://code.google.com/p/angleproject/issues/detail?id=169
897
898 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
899 blendState.colorMaskBlue, blendState.colorMaskAlpha);
900 if (colorMask == 0 && !zeroColorMaskAllowed)
901 {
902 // Enable green channel, but set blending so nothing will be drawn.
903 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
904 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
905
906 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
907 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
908 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
909 }
910 else
911 {
912 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
913 }
914
915 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
916
917 mCurBlendState = blendState;
918 mCurBlendColor = blendColor;
919 }
920
921 if (sampleMaskChanged)
922 {
923 // Set the multisample mask
924 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
925 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
926
927 mCurSampleMask = sampleMask;
928 }
929
930 mForceSetBlendState = false;
931}
932
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000933void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000934 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000935{
936 bool depthStencilStateChanged = mForceSetDepthStencilState ||
937 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000938 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
939 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000940 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000941
942 if (depthStencilStateChanged)
943 {
944 if (depthStencilState.depthTest)
945 {
946 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
947 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
948 }
949 else
950 {
951 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
952 }
953
954 mCurDepthStencilState = depthStencilState;
955 }
956
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000957 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000958 {
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000959 if (depthStencilState.stencilTest && mCurStencilSize > 0)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000960 {
961 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
962 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
963
964 // FIXME: Unsupported by D3D9
965 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
966 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
967 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
968 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000969 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000970 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
971 {
972 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 +0000973 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000974 }
975
976 // get the maximum size of the stencil ref
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000977 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000978
979 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
980 depthStencilState.stencilWritemask);
981 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
982 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
983
984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000985 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000986 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
987 depthStencilState.stencilMask);
988
989 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
990 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
991 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
992 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
993 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
994 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
995
996 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
997 depthStencilState.stencilBackWritemask);
998 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
999 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
1000
1001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001002 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001003 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
1004 depthStencilState.stencilBackMask);
1005
1006 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1007 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1008 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1009 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1010 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1011 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1012 }
1013 else
1014 {
1015 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1016 }
1017
1018 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1019
daniel@transgaming.com08c331d2012-11-28 19:38:39 +00001020 mCurStencilRef = stencilRef;
1021 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001022 mCurFrontFaceCCW = frontFaceCCW;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001023 }
1024
1025 mForceSetDepthStencilState = false;
1026}
1027
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001028void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001029{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001030 bool scissorChanged = mForceSetScissor ||
1031 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1032 enabled != mScissorEnabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001033
daniel@transgaming.com04f1b332012-11-28 21:00:40 +00001034 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001035 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001036 if (enabled)
1037 {
1038 RECT rect;
1039 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1040 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1041 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1042 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1043 mDevice->SetScissorRect(&rect);
1044 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001045
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001046 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1047
1048 mScissorEnabled = enabled;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001049 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001050 }
1051
1052 mForceSetScissor = false;
1053}
1054
daniel@transgaming.com12985182012-12-20 20:56:31 +00001055bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +00001056 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001057{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001058 gl::Rectangle actualViewport = viewport;
1059 float actualZNear = gl::clamp01(zNear);
1060 float actualZFar = gl::clamp01(zFar);
1061 if (ignoreViewport)
1062 {
1063 actualViewport.x = 0;
1064 actualViewport.y = 0;
1065 actualViewport.width = mRenderTargetDesc.width;
1066 actualViewport.height = mRenderTargetDesc.height;
1067 actualZNear = 0.0f;
1068 actualZFar = 1.0f;
1069 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001070
1071 D3DVIEWPORT9 dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001072 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1073 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1074 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1075 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1076 dxViewport.MinZ = actualZNear;
1077 dxViewport.MaxZ = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001078
1079 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1080 {
1081 return false; // Nothing to render
1082 }
1083
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001084 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1085 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001086 if (viewportChanged)
1087 {
1088 mDevice->SetViewport(&dxViewport);
1089
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +00001090 mCurViewport = actualViewport;
1091 mCurNear = actualZNear;
1092 mCurFar = actualZFar;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001093
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001094 dx_VertexConstants vc = {0};
1095 dx_PixelConstants pc = {0};
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001096
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00001097 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1098 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1099 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1100 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001101
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +00001102 pc.viewCoords[0] = actualViewport.width * 0.5f;
1103 pc.viewCoords[1] = actualViewport.height * 0.5f;
1104 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1105 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001106
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001107 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1108 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1109 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1110
1111 vc.depthRange[0] = actualZNear;
1112 vc.depthRange[1] = actualZFar;
1113 vc.depthRange[2] = actualZFar - actualZNear;
1114
1115 pc.depthRange[0] = actualZNear;
1116 pc.depthRange[1] = actualZFar;
1117 pc.depthRange[2] = actualZFar - actualZNear;
1118
1119 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1120 {
1121 mVertexConstants = vc;
1122 mDxUniformsDirty = true;
1123 }
1124
1125 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1126 {
1127 mPixelConstants = pc;
1128 mDxUniformsDirty = true;
1129 }
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +00001130 }
1131
1132 mForceSetViewport = false;
1133 return true;
1134}
1135
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001136bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1137{
1138 switch (mode)
1139 {
1140 case GL_POINTS:
1141 mPrimitiveType = D3DPT_POINTLIST;
1142 mPrimitiveCount = count;
1143 break;
1144 case GL_LINES:
1145 mPrimitiveType = D3DPT_LINELIST;
1146 mPrimitiveCount = count / 2;
1147 break;
1148 case GL_LINE_LOOP:
1149 mPrimitiveType = D3DPT_LINESTRIP;
1150 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1151 break;
1152 case GL_LINE_STRIP:
1153 mPrimitiveType = D3DPT_LINESTRIP;
1154 mPrimitiveCount = count - 1;
1155 break;
1156 case GL_TRIANGLES:
1157 mPrimitiveType = D3DPT_TRIANGLELIST;
1158 mPrimitiveCount = count / 3;
1159 break;
1160 case GL_TRIANGLE_STRIP:
1161 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1162 mPrimitiveCount = count - 2;
1163 break;
1164 case GL_TRIANGLE_FAN:
1165 mPrimitiveType = D3DPT_TRIANGLEFAN;
1166 mPrimitiveCount = count - 2;
1167 break;
1168 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001169 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001170 }
1171
1172 return mPrimitiveCount > 0;
1173}
1174
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001175
1176gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1177{
1178 if (!depthbuffer)
1179 {
1180 ERR("Unexpected null depthbuffer for depth-only FBO.");
1181 return NULL;
1182 }
1183
1184 GLsizei width = depthbuffer->getWidth();
1185 GLsizei height = depthbuffer->getHeight();
1186
1187 // search cached nullcolorbuffers
1188 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1189 {
1190 if (mNullColorbufferCache[i].buffer != NULL &&
1191 mNullColorbufferCache[i].width == width &&
1192 mNullColorbufferCache[i].height == height)
1193 {
1194 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1195 return mNullColorbufferCache[i].buffer;
1196 }
1197 }
1198
1199 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1200
1201 // add nullbuffer to the cache
1202 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1203 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1204 {
1205 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1206 {
1207 oldest = &mNullColorbufferCache[i];
1208 }
1209 }
1210
1211 delete oldest->buffer;
1212 oldest->buffer = nullbuffer;
1213 oldest->lruCount = ++mMaxNullColorbufferLRU;
1214 oldest->width = width;
1215 oldest->height = height;
1216
1217 return nullbuffer;
1218}
1219
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001220bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001221{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001222 // if there is no color attachment we must synthesize a NULL colorattachment
1223 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1224 gl::Renderbuffer *renderbufferObject = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001225 if (framebuffer->getColorbufferType(0) != GL_NONE)
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001226 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001227 renderbufferObject = framebuffer->getColorbuffer(0);
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001228 }
1229 else
1230 {
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00001231 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001232 }
1233 if (!renderbufferObject)
1234 {
1235 ERR("unable to locate renderbuffer for FBO.");
1236 return false;
1237 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001238
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001239 bool renderTargetChanged = false;
1240 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1241 if (renderTargetSerial != mAppliedRenderTargetSerial)
1242 {
1243 // Apply the render target on the device
1244 IDirect3DSurface9 *renderTargetSurface = NULL;
1245
1246 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1247 if (renderTarget)
1248 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001249 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001250 }
1251
1252 if (!renderTargetSurface)
1253 {
1254 ERR("render target pointer unexpectedly null.");
1255 return false; // Context must be lost
1256 }
1257
1258 mDevice->SetRenderTarget(0, renderTargetSurface);
1259 renderTargetSurface->Release();
1260
1261 mAppliedRenderTargetSerial = renderTargetSerial;
1262 renderTargetChanged = true;
1263 }
1264
1265 gl::Renderbuffer *depthStencil = NULL;
1266 unsigned int depthbufferSerial = 0;
1267 unsigned int stencilbufferSerial = 0;
1268 if (framebuffer->getDepthbufferType() != GL_NONE)
1269 {
1270 depthStencil = framebuffer->getDepthbuffer();
1271 if (!depthStencil)
1272 {
1273 ERR("Depth stencil pointer unexpectedly null.");
1274 return false;
1275 }
1276
1277 depthbufferSerial = depthStencil->getSerial();
1278 }
1279 else if (framebuffer->getStencilbufferType() != GL_NONE)
1280 {
1281 depthStencil = framebuffer->getStencilbuffer();
1282 if (!depthStencil)
1283 {
1284 ERR("Depth stencil pointer unexpectedly null.");
1285 return false;
1286 }
1287
1288 stencilbufferSerial = depthStencil->getSerial();
1289 }
1290
1291 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1292 stencilbufferSerial != mAppliedStencilbufferSerial ||
1293 !mDepthStencilInitialized)
1294 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001295 unsigned int depthSize = 0;
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001296 unsigned int stencilSize = 0;
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001297
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001298 // Apply the depth stencil on the device
1299 if (depthStencil)
1300 {
1301 IDirect3DSurface9 *depthStencilSurface = NULL;
1302 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1303
1304 if (depthStencilRenderTarget)
1305 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001306 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001307 }
1308
1309 if (!depthStencilSurface)
1310 {
1311 ERR("depth stencil pointer unexpectedly null.");
1312 return false; // Context must be lost
1313 }
1314
1315 mDevice->SetDepthStencilSurface(depthStencilSurface);
1316 depthStencilSurface->Release();
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001317
1318 depthSize = depthStencil->getDepthSize();
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001319 stencilSize = depthStencil->getStencilSize();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001320 }
1321 else
1322 {
1323 mDevice->SetDepthStencilSurface(NULL);
1324 }
1325
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +00001326 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1327 {
1328 mCurDepthSize = depthSize;
1329 mForceSetRasterState = true;
1330 }
1331
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +00001332 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1333 {
1334 mCurStencilSize = stencilSize;
1335 mForceSetDepthStencilState = true;
1336 }
1337
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001338 mAppliedDepthbufferSerial = depthbufferSerial;
1339 mAppliedStencilbufferSerial = stencilbufferSerial;
1340 mDepthStencilInitialized = true;
1341 }
1342
1343 if (renderTargetChanged || !mRenderTargetDescInitialized)
1344 {
1345 mForceSetScissor = true;
1346 mForceSetViewport = true;
1347
1348 mRenderTargetDesc.width = renderbufferObject->getWidth();
1349 mRenderTargetDesc.height = renderbufferObject->getHeight();
1350 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1351 mRenderTargetDescInitialized = true;
1352 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001353
1354 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001355}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001356
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001357GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001358{
daniel@transgaming.com31240482012-11-28 21:06:41 +00001359 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001360 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1361 if (err != GL_NO_ERROR)
1362 {
1363 return err;
1364 }
1365
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001366 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1367}
1368
1369// Applies the indices and element array bindings to the Direct3D 9 device
daniel@transgaming.com31240482012-11-28 21:06:41 +00001370GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001371{
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001372 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001373
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001374 if (err == GL_NO_ERROR)
1375 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001376 // Directly binding the storage buffer is not supported for d3d9
1377 ASSERT(indexInfo->storage == NULL);
1378
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001379 if (indexInfo->serial != mAppliedIBSerial)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001380 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001381 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1382
1383 mDevice->SetIndices(indexBuffer->getBuffer());
1384 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001385 }
1386 }
1387
1388 return err;
1389}
1390
1391void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1392{
1393 startScene();
1394
1395 if (mode == GL_LINE_LOOP)
1396 {
1397 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1398 }
1399 else if (instances > 0)
1400 {
daniel@transgaming.com50cc7252012-12-20 21:09:23 +00001401 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001402 if (countingIB)
1403 {
1404 if (mAppliedIBSerial != countingIB->getSerial())
1405 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001406 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1407
1408 mDevice->SetIndices(indexBuffer->getBuffer());
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001409 mAppliedIBSerial = countingIB->getSerial();
1410 }
1411
1412 for (int i = 0; i < mRepeatDraw; i++)
1413 {
1414 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1415 }
1416 }
1417 else
1418 {
1419 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001420 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001421 }
1422 }
1423 else // Regular case
1424 {
1425 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1426 }
1427}
1428
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001429void 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 +00001430{
1431 startScene();
1432
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001433 if (mode == GL_POINTS)
1434 {
1435 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1436 }
1437 else if (mode == GL_LINE_LOOP)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001438 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001439 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001440 }
1441 else
1442 {
1443 for (int i = 0; i < mRepeatDraw; i++)
1444 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001445 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1446 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001447 }
1448 }
1449}
1450
1451void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1452{
1453 // Get the raw indices for an indexed draw
1454 if (type != GL_NONE && elementArrayBuffer)
1455 {
1456 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001457 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001458 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001459 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001460 }
1461
1462 UINT startIndex = 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001463
1464 if (get32BitIndexSupport())
1465 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001466 if (!mLineLoopIB)
1467 {
1468 mLineLoopIB = new StreamingIndexBufferInterface(this);
1469 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1470 {
1471 delete mLineLoopIB;
1472 mLineLoopIB = NULL;
1473
1474 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001475 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001476 }
1477 }
1478
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001479 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001480 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001481 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001482 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001483 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001484 }
1485
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001486 void* mappedMemory = NULL;
1487 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1488 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001489 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001490 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001491 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001492 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001493
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001494 startIndex = static_cast<UINT>(offset) / 4;
1495 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1496
1497 switch (type)
1498 {
1499 case GL_NONE: // Non-indexed draw
1500 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001501 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001502 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001503 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001504 data[count] = 0;
1505 break;
1506 case GL_UNSIGNED_BYTE:
1507 for (int i = 0; i < count; i++)
1508 {
1509 data[i] = static_cast<const GLubyte*>(indices)[i];
1510 }
1511 data[count] = static_cast<const GLubyte*>(indices)[0];
1512 break;
1513 case GL_UNSIGNED_SHORT:
1514 for (int i = 0; i < count; i++)
1515 {
1516 data[i] = static_cast<const GLushort*>(indices)[i];
1517 }
1518 data[count] = static_cast<const GLushort*>(indices)[0];
1519 break;
1520 case GL_UNSIGNED_INT:
1521 for (int i = 0; i < count; i++)
1522 {
1523 data[i] = static_cast<const GLuint*>(indices)[i];
1524 }
1525 data[count] = static_cast<const GLuint*>(indices)[0];
1526 break;
1527 default: UNREACHABLE();
1528 }
1529
1530 if (!mLineLoopIB->unmapBuffer())
1531 {
1532 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001533 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001534 }
1535 }
1536 else
1537 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001538 if (!mLineLoopIB)
1539 {
1540 mLineLoopIB = new StreamingIndexBufferInterface(this);
1541 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1542 {
1543 delete mLineLoopIB;
1544 mLineLoopIB = NULL;
1545
1546 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001547 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001548 }
1549 }
1550
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001551 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001552 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001553 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001554 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001555 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001556 }
1557
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001558 void* mappedMemory = NULL;
1559 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1560 if (offset == -1 || mappedMemory == NULL)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001561 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001562 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001563 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001564 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001565
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001566 startIndex = static_cast<UINT>(offset) / 2;
1567 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1568
1569 switch (type)
1570 {
1571 case GL_NONE: // Non-indexed draw
1572 for (int i = 0; i < count; i++)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001573 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001574 data[i] = i;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001575 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001576 data[count] = 0;
1577 break;
1578 case GL_UNSIGNED_BYTE:
1579 for (int i = 0; i < count; i++)
1580 {
1581 data[i] = static_cast<const GLubyte*>(indices)[i];
1582 }
1583 data[count] = static_cast<const GLubyte*>(indices)[0];
1584 break;
1585 case GL_UNSIGNED_SHORT:
1586 for (int i = 0; i < count; i++)
1587 {
1588 data[i] = static_cast<const GLushort*>(indices)[i];
1589 }
1590 data[count] = static_cast<const GLushort*>(indices)[0];
1591 break;
1592 case GL_UNSIGNED_INT:
1593 for (int i = 0; i < count; i++)
1594 {
1595 data[i] = static_cast<const GLuint*>(indices)[i];
1596 }
1597 data[count] = static_cast<const GLuint*>(indices)[0];
1598 break;
1599 default: UNREACHABLE();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001600 }
1601
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001602 if (!mLineLoopIB->unmapBuffer())
1603 {
1604 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001605 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001606 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001607 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001608
1609 if (mAppliedIBSerial != mLineLoopIB->getSerial())
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001610 {
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001611 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1612
1613 mDevice->SetIndices(indexBuffer->getBuffer());
1614 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001615 }
daniel@transgaming.com1e3a8042012-12-20 21:09:55 +00001616
1617 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001618}
1619
shannon.woods@transgaming.come1602ae2013-02-28 23:17:38 +00001620template <typename T>
1621static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1622{
1623 for (int i = 0; i < count; i++)
1624 {
1625 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1626 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1627 }
1628}
1629
1630void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1631{
1632 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1633 // for each individual point. This call is not expected to happen often.
1634
1635 if (elementArrayBuffer)
1636 {
1637 BufferStorage *storage = elementArrayBuffer->getStorage();
1638 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1639 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1640 }
1641
1642 switch (type)
1643 {
1644 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1645 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1646 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1647 default: UNREACHABLE();
1648 }
1649}
1650
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001651void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1652{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001653 unsigned int programBinarySerial = programBinary->getSerial();
1654 if (programBinarySerial != mAppliedProgramBinarySerial)
1655 {
1656 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1657 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001658
daniel@transgaming.come4991412012-12-20 20:55:34 +00001659 IDirect3DVertexShader9 *vertexShader = NULL;
1660 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
daniel@transgaming.com95892412012-11-28 20:59:09 +00001661
daniel@transgaming.come4991412012-12-20 20:55:34 +00001662 IDirect3DPixelShader9 *pixelShader = NULL;
1663 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001664
daniel@transgaming.come4991412012-12-20 20:55:34 +00001665 mDevice->SetPixelShader(pixelShader);
1666 mDevice->SetVertexShader(vertexShader);
1667 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001668 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001669
1670 mAppliedProgramBinarySerial = programBinarySerial;
1671 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001672}
1673
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001674void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001675{
1676 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1677 {
1678 gl::Uniform *targetUniform = *ub;
1679
1680 if (targetUniform->dirty)
1681 {
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001682 GLfloat *f = (GLfloat*)targetUniform->data;
1683 GLint *i = (GLint*)targetUniform->data;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001684
1685 switch (targetUniform->type)
1686 {
1687 case GL_SAMPLER_2D:
1688 case GL_SAMPLER_CUBE:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001689 break;
1690 case GL_BOOL:
1691 case GL_BOOL_VEC2:
1692 case GL_BOOL_VEC3:
1693 case GL_BOOL_VEC4:
1694 applyUniformnbv(targetUniform, i);
1695 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001696 case GL_FLOAT:
1697 case GL_FLOAT_VEC2:
1698 case GL_FLOAT_VEC3:
1699 case GL_FLOAT_VEC4:
1700 case GL_FLOAT_MAT2:
1701 case GL_FLOAT_MAT3:
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001702 case GL_FLOAT_MAT4:
1703 applyUniformnfv(targetUniform, f);
1704 break;
1705 case GL_INT:
1706 case GL_INT_VEC2:
1707 case GL_INT_VEC3:
1708 case GL_INT_VEC4:
1709 applyUniformniv(targetUniform, i);
1710 break;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001711 default:
1712 UNREACHABLE();
1713 }
1714
1715 targetUniform->dirty = false;
1716 }
1717 }
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001718
1719 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001720 if (mDxUniformsDirty)
1721 {
1722 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1723 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1724 mDxUniformsDirty = false;
1725 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001726}
1727
daniel@transgaming.comf9561862012-12-20 21:12:07 +00001728void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001729{
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001730 if (targetUniform->psRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001731 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001732 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001733 }
1734
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001735 if (targetUniform->vsRegisterIndex >= 0)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001736 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001737 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001738 }
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001739}
1740
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001741void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001742{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001743 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1744 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001745
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001746 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001747 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001748 vector[i][0] = (GLfloat)v[4 * i + 0];
1749 vector[i][1] = (GLfloat)v[4 * i + 1];
1750 vector[i][2] = (GLfloat)v[4 * i + 2];
1751 vector[i][3] = (GLfloat)v[4 * i + 3];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001752 }
1753
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001754 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001755}
1756
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001757void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001758{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001759 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1760 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001761
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001762 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001763 {
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001764 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1765 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1766 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1767 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001768 }
1769
shannon.woods@transgaming.com2494c972013-02-28 23:10:03 +00001770 applyUniformnfv(targetUniform, (GLfloat*)vector);
daniel@transgaming.comb6e55102012-12-20 21:08:14 +00001771}
1772
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001773void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001774{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001775 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1776 gl::unorm<8>(clearParams.colorClearValue.red),
1777 gl::unorm<8>(clearParams.colorClearValue.green),
1778 gl::unorm<8>(clearParams.colorClearValue.blue));
1779 float depth = gl::clamp01(clearParams.depthClearValue);
1780 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001781
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001782 unsigned int stencilUnmasked = 0x0;
1783 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1784 {
1785 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1786 stencilUnmasked = (0x1 << stencilSize) - 1;
1787 }
1788
1789 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1790
1791 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1792 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1793 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1794 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1795 clearParams.colorMaskBlue && alphaUnmasked);
1796
1797 if (needMaskedColorClear || needMaskedStencilClear)
1798 {
1799 // State which is altered in all paths from this point to the clear call is saved.
1800 // State which is altered in only some paths will be flagged dirty in the case that
1801 // that path is taken.
1802 HRESULT hr;
1803 if (mMaskedClearSavedState == NULL)
1804 {
1805 hr = mDevice->BeginStateBlock();
1806 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1807
1808 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1809 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1810 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1811 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1812 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1813 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1814 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1815 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1816 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1817 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1818 mDevice->SetPixelShader(NULL);
1819 mDevice->SetVertexShader(NULL);
1820 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1821 mDevice->SetStreamSource(0, NULL, 0, 0);
1822 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1823 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1824 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1825 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1826 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1827 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1828 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1829
1830 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1831 {
1832 mDevice->SetStreamSourceFreq(i, 1);
1833 }
1834
1835 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1836 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1837 }
1838
1839 ASSERT(mMaskedClearSavedState != NULL);
1840
1841 if (mMaskedClearSavedState != NULL)
1842 {
1843 hr = mMaskedClearSavedState->Capture();
1844 ASSERT(SUCCEEDED(hr));
1845 }
1846
1847 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1848 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1849 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1850 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1851 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1852 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1853 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1854 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1855
1856 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1857 {
1858 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1859 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1860 clearParams.colorMaskGreen,
1861 clearParams.colorMaskBlue,
1862 clearParams.colorMaskAlpha));
1863 }
1864 else
1865 {
1866 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1867 }
1868
1869 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1870 {
1871 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1872 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1873 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1874 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1875 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1876 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1877 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1878 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1879 }
1880 else
1881 {
1882 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1883 }
1884
1885 mDevice->SetPixelShader(NULL);
1886 mDevice->SetVertexShader(NULL);
1887 mDevice->SetFVF(D3DFVF_XYZRHW);
1888 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1889 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1890 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1891 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1892 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1893 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1894 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1895
1896 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1897 {
1898 mDevice->SetStreamSourceFreq(i, 1);
1899 }
1900
1901 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1902 quad[0][0] = -0.5f;
1903 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1904 quad[0][2] = 0.0f;
1905 quad[0][3] = 1.0f;
1906
1907 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1908 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1909 quad[1][2] = 0.0f;
1910 quad[1][3] = 1.0f;
1911
1912 quad[2][0] = -0.5f;
1913 quad[2][1] = -0.5f;
1914 quad[2][2] = 0.0f;
1915 quad[2][3] = 1.0f;
1916
1917 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1918 quad[3][1] = -0.5f;
1919 quad[3][2] = 0.0f;
1920 quad[3][3] = 1.0f;
1921
1922 startScene();
1923 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1924
1925 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1926 {
1927 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1928 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1929 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1930 }
1931
1932 if (mMaskedClearSavedState != NULL)
1933 {
1934 mMaskedClearSavedState->Apply();
1935 }
1936 }
1937 else if (clearParams.mask)
1938 {
1939 DWORD dxClearFlags = 0;
1940 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1941 {
1942 dxClearFlags |= D3DCLEAR_TARGET;
1943 }
1944 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1945 {
1946 dxClearFlags |= D3DCLEAR_ZBUFFER;
1947 }
1948 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1949 {
1950 dxClearFlags |= D3DCLEAR_STENCIL;
1951 }
1952
1953 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1954 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001955}
1956
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001957void Renderer9::markAllStateDirty()
1958{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001959 mAppliedRenderTargetSerial = 0;
1960 mAppliedDepthbufferSerial = 0;
1961 mAppliedStencilbufferSerial = 0;
1962 mDepthStencilInitialized = false;
1963 mRenderTargetDescInitialized = false;
1964
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001965 mForceSetDepthStencilState = true;
1966 mForceSetRasterState = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001967 mForceSetScissor = true;
1968 mForceSetViewport = true;
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001969 mForceSetBlendState = true;
1970
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001971 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001972 {
1973 mForceSetVertexSamplerStates[i] = true;
1974 mCurVertexTextureSerials[i] = 0;
1975 }
1976 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1977 {
1978 mForceSetPixelSamplerStates[i] = true;
1979 mCurPixelTextureSerials[i] = 0;
1980 }
1981
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001982 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001983 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001984 mDxUniformsDirty = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001985
1986 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001987}
1988
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001989void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001990{
1991 while (!mEventQueryPool.empty())
1992 {
1993 mEventQueryPool.back()->Release();
1994 mEventQueryPool.pop_back();
1995 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001996
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001997 if (mMaskedClearSavedState)
1998 {
1999 mMaskedClearSavedState->Release();
2000 mMaskedClearSavedState = NULL;
2001 }
2002
daniel@transgaming.come4733d72012-10-31 18:07:01 +00002003 mVertexShaderCache.clear();
2004 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002005
daniel@transgaming.come569fc52012-11-28 20:56:02 +00002006 delete mBlit;
2007 mBlit = NULL;
2008
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002009 delete mVertexDataManager;
2010 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00002011
2012 delete mIndexDataManager;
2013 mIndexDataManager = NULL;
2014
2015 delete mLineLoopIB;
2016 mLineLoopIB = NULL;
daniel@transgaming.come4e1a332012-12-20 20:52:09 +00002017
2018 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2019 {
2020 delete mNullColorbufferCache[i].buffer;
2021 mNullColorbufferCache[i].buffer = NULL;
2022 }
2023
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002024}
2025
2026
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002027void Renderer9::notifyDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002028{
2029 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002030 mDisplay->notifyDeviceLost();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002031}
2032
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002033bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002034{
2035 return mDeviceLost;
2036}
2037
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002038// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002039bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002040{
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002041 HRESULT status = S_OK;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002042
2043 if (mDeviceEx)
2044 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002045 status = mDeviceEx->CheckDeviceState(NULL);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002046 }
2047 else if (mDevice)
2048 {
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002049 status = mDevice->TestCooperativeLevel();
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002050 }
2051 else
2052 {
2053 // No device yet, so no reset required
2054 }
2055
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002056 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2057
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002058 if (isLost)
2059 {
2060 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002061 // we'll probably get this done again by notifyDeviceLost
2062 // but best to remember it!
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002063 // Note that we don't want to clear the device loss status here
2064 // -- this needs to be done by resetDevice
2065 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002066 if (notify)
2067 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002068 notifyDeviceLost();
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002069 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002070 }
2071
2072 return isLost;
2073}
2074
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002075bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002076{
2077 HRESULT status = D3D_OK;
2078
2079 if (mDeviceEx)
2080 {
2081 status = mDeviceEx->CheckDeviceState(NULL);
2082 }
2083 else if (mDevice)
2084 {
2085 status = mDevice->TestCooperativeLevel();
2086 }
2087
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002088 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002089 // DEVICEREMOVED indicates the device has been stopped and must be recreated
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002090 switch (status)
2091 {
2092 case D3DERR_DEVICENOTRESET:
2093 case D3DERR_DEVICEHUNG:
2094 return true;
shannon.woods@transgaming.coma4ba59c2013-02-28 23:14:38 +00002095 case D3DERR_DEVICELOST:
2096 return (mDeviceEx != NULL);
2097 case D3DERR_DEVICEREMOVED:
2098 UNIMPLEMENTED();
2099 return false;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002100 default:
2101 return false;
2102 }
2103}
2104
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002105bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002106{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00002107 releaseDeviceResources();
2108
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002109 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2110
2111 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002112 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002113 int attempts = 3;
2114
2115 while (lost && attempts > 0)
2116 {
2117 if (mDeviceEx)
2118 {
2119 Sleep(500); // Give the graphics driver some CPU time
2120 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2121 }
2122 else
2123 {
2124 result = mDevice->TestCooperativeLevel();
2125 while (result == D3DERR_DEVICELOST)
2126 {
2127 Sleep(100); // Give the graphics driver some CPU time
2128 result = mDevice->TestCooperativeLevel();
2129 }
2130
2131 if (result == D3DERR_DEVICENOTRESET)
2132 {
2133 result = mDevice->Reset(&presentParameters);
2134 }
2135 }
2136
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00002137 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002138 attempts --;
2139 }
2140
2141 if (FAILED(result))
2142 {
2143 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2144 return false;
2145 }
2146
2147 // reset device defaults
2148 initializeDevice();
2149 mDeviceLost = false;
2150
2151 return true;
2152}
2153
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002154DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002155{
2156 return mAdapterIdentifier.VendorId;
2157}
2158
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002159std::string Renderer9::getRendererDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002160{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002161 std::ostringstream rendererString;
2162
2163 rendererString << mAdapterIdentifier.Description;
2164 if (getShareHandleSupport())
2165 {
2166 rendererString << " Direct3D9Ex";
2167 }
2168 else
2169 {
2170 rendererString << " Direct3D9";
2171 }
2172
2173 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2174 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2175
2176 return rendererString.str();
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002177}
2178
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002179GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00002180{
2181 return mAdapterIdentifier.DeviceIdentifier;
2182}
2183
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002184void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002185{
2186 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2187 {
2188 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2189 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2190
2191 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2192 }
2193}
2194
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002195bool Renderer9::getBGRATextureSupport() const
2196{
2197 // DirectX 9 always supports BGRA
2198 return true;
2199}
2200
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002201bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002202{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002203 return mDXT1TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002204}
2205
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002206bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002207{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002208 return mDXT3TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002209}
2210
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002211bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002212{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002213 return mDXT5TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002214}
2215
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002216bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002217{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002218 return mDepthTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002219}
2220
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002221bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002222{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002223 *filtering = mFloat32FilterSupport;
2224 *renderable = mFloat32RenderSupport;
2225 return mFloat32TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002226}
2227
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002228bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002229{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002230 *filtering = mFloat16FilterSupport;
2231 *renderable = mFloat16RenderSupport;
2232 return mFloat16TextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002233}
2234
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002235bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002236{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002237 return mLuminanceTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002238}
2239
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002240bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002241{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002242 return mLuminanceAlphaTextureSupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002243}
2244
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002245bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002246{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002247 return mSupportsTextureFilterAnisotropy;
2248}
2249
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002250float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00002251{
2252 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002253 {
2254 return mDeviceCaps.MaxAnisotropy;
2255 }
2256 return 1.0f;
2257}
2258
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002259bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002260{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002261 return mEventQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002262}
2263
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002264unsigned int Renderer9::getMaxVertexTextureImageUnits() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002265{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002266 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2267 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002268}
2269
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002270unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2271{
2272 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2273}
2274
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002275unsigned int Renderer9::getReservedVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002276{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002277 return 2; // dx_ViewAdjust and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002278}
2279
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002280unsigned int Renderer9::getReservedFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002281{
shannon.woods@transgaming.com42832a62013-02-28 23:18:38 +00002282 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002283}
2284
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002285unsigned int Renderer9::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002286{
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002287 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2288}
2289
2290unsigned int Renderer9::getMaxFragmentUniformVectors() const
2291{
2292 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2293
2294 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2295}
2296
2297unsigned int Renderer9::getMaxVaryingVectors() const
2298{
2299 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002300}
2301
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002302bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002303{
2304 return mSupportsNonPower2Textures;
2305}
2306
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002307bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002308{
daniel@transgaming.com669c9952013-01-11 04:08:16 +00002309 return mOcclusionQuerySupport;
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002310}
2311
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002312bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002313{
2314 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2315}
2316
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002317bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002318{
2319 // PIX doesn't seem to support using share handles, so disable them.
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00002320 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00002321}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002322
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002323bool Renderer9::getDerivativeInstructionSupport() const
2324{
2325 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2326}
2327
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002328bool Renderer9::getPostSubBufferSupport() const
2329{
2330 return true;
2331}
2332
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002333int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002334{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002335 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002336}
2337
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002338float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002339{
shannon.woods@transgaming.combd8c10c2013-01-25 21:15:03 +00002340 // Point size clamped at 1.0f for SM2
2341 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002342}
2343
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002344int Renderer9::getMaxViewportDimension() const
2345{
2346 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2347 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2348 return maxTextureDimension;
2349}
2350
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002351int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002352{
2353 return (int)mDeviceCaps.MaxTextureWidth;
2354}
2355
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002356int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002357{
2358 return (int)mDeviceCaps.MaxTextureHeight;
2359}
2360
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002361bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002362{
2363 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2364}
2365
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002366DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002367{
2368 return mDeviceCaps.DeclTypes;
2369}
2370
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002371int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002372{
2373 return mMinSwapInterval;
2374}
2375
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002376int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00002377{
2378 return mMaxSwapInterval;
2379}
2380
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002381int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002382{
2383 return mMaxSupportedSamples;
2384}
2385
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002386int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002387{
2388 if (requested == 0)
2389 {
2390 return requested;
2391 }
2392
2393 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2394 if (itr == mMultiSampleSupport.end())
2395 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002396 if (format == D3DFMT_UNKNOWN)
2397 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002398 return -1;
2399 }
2400
2401 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2402 {
2403 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2404 {
2405 return i;
2406 }
2407 }
2408
2409 return -1;
2410}
2411
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002412unsigned int Renderer9::getMaxRenderTargets() const
2413{
2414 // we do not support MRT in d3d9
2415 return 1;
2416}
2417
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002418D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2419{
2420 switch (internalformat)
2421 {
2422 case GL_DEPTH_COMPONENT16:
2423 case GL_DEPTH_COMPONENT32_OES:
2424 case GL_DEPTH24_STENCIL8_OES:
2425 return D3DFMT_INTZ;
2426 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2427 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2428 return D3DFMT_DXT1;
2429 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2430 return D3DFMT_DXT3;
2431 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2432 return D3DFMT_DXT5;
2433 case GL_RGBA32F_EXT:
2434 case GL_RGB32F_EXT:
2435 case GL_ALPHA32F_EXT:
2436 case GL_LUMINANCE32F_EXT:
2437 case GL_LUMINANCE_ALPHA32F_EXT:
2438 return D3DFMT_A32B32G32R32F;
2439 case GL_RGBA16F_EXT:
2440 case GL_RGB16F_EXT:
2441 case GL_ALPHA16F_EXT:
2442 case GL_LUMINANCE16F_EXT:
2443 case GL_LUMINANCE_ALPHA16F_EXT:
2444 return D3DFMT_A16B16G16R16F;
2445 case GL_LUMINANCE8_EXT:
2446 if (getLuminanceTextureSupport())
2447 {
2448 return D3DFMT_L8;
2449 }
2450 break;
2451 case GL_LUMINANCE8_ALPHA8_EXT:
2452 if (getLuminanceAlphaTextureSupport())
2453 {
2454 return D3DFMT_A8L8;
2455 }
2456 break;
2457 case GL_RGB8_OES:
2458 case GL_RGB565:
2459 return D3DFMT_X8R8G8B8;
2460 }
2461
2462 return D3DFMT_A8R8G8B8;
2463}
2464
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002465bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002466{
2467 bool result = false;
2468
2469 if (source && dest)
2470 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002471 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2472 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002473
2474 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002475 for (int i = 0; i < levels; ++i)
2476 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002477 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2478 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002479
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002480 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002481
2482 if (srcSurf) srcSurf->Release();
2483 if (dstSurf) dstSurf->Release();
2484
2485 if (!result)
2486 return false;
2487 }
2488 }
2489
2490 return result;
2491}
2492
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002493bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002494{
2495 bool result = false;
2496
2497 if (source && dest)
2498 {
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002499 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2500 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002501 int levels = source9->levelCount();
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002502 for (int f = 0; f < 6; f++)
2503 {
2504 for (int i = 0; i < levels; i++)
2505 {
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002506 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2507 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002508
daniel@transgaming.com34da3972012-12-20 21:10:29 +00002509 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002510
2511 if (srcSurf) srcSurf->Release();
2512 if (dstSurf) dstSurf->Release();
2513
2514 if (!result)
2515 return false;
2516 }
2517 }
2518 }
2519
2520 return result;
2521}
2522
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002523D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002524{
2525 if (mD3d9Ex != NULL)
2526 {
2527 return D3DPOOL_DEFAULT;
2528 }
2529 else
2530 {
2531 if (!(usage & D3DUSAGE_DYNAMIC))
2532 {
2533 return D3DPOOL_MANAGED;
2534 }
2535 }
2536
2537 return D3DPOOL_DEFAULT;
2538}
2539
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002540bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002541 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002542{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002543 RECT rect;
2544 rect.left = sourceRect.x;
2545 rect.top = sourceRect.y;
2546 rect.right = sourceRect.x + sourceRect.width;
2547 rect.bottom = sourceRect.y + sourceRect.height;
2548
2549 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002550}
2551
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002552bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002553 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002554{
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002555 RECT rect;
2556 rect.left = sourceRect.x;
2557 rect.top = sourceRect.y;
2558 rect.right = sourceRect.x + sourceRect.width;
2559 rect.bottom = sourceRect.y + sourceRect.height;
2560
2561 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002562}
2563
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002564bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002565 bool blitRenderTarget, bool blitDepthStencil)
2566{
2567 endScene();
2568
2569 if (blitRenderTarget)
2570 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002571 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2572 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002573 RenderTarget9 *readRenderTarget = NULL;
2574 RenderTarget9 *drawRenderTarget = NULL;
2575 IDirect3DSurface9* readSurface = NULL;
2576 IDirect3DSurface9* drawSurface = NULL;
2577
2578 if (readBuffer)
2579 {
2580 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2581 }
2582 if (drawBuffer)
2583 {
2584 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2585 }
2586
2587 if (readRenderTarget)
2588 {
2589 readSurface = readRenderTarget->getSurface();
2590 }
2591 if (drawRenderTarget)
2592 {
2593 drawSurface = drawRenderTarget->getSurface();
2594 }
2595
2596 if (!readSurface || !drawSurface)
2597 {
2598 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002599 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002600 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002601
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002602 RECT srcRect;
2603 srcRect.left = readRect.x;
2604 srcRect.right = readRect.x + readRect.width;
2605 srcRect.top = readRect.y;
2606 srcRect.bottom = readRect.y + readRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002607
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002608 RECT dstRect;
2609 dstRect.left = drawRect.x;
2610 dstRect.right = drawRect.x + drawRect.width;
2611 dstRect.top = drawRect.y;
2612 dstRect.bottom = drawRect.y + drawRect.height;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002613
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002614 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002615
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002616 readSurface->Release();
2617 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002618
2619 if (FAILED(result))
2620 {
2621 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2622 return false;
2623 }
2624 }
2625
2626 if (blitDepthStencil)
2627 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002628 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2629 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2630 RenderTarget9 *readDepthStencil = NULL;
2631 RenderTarget9 *drawDepthStencil = NULL;
2632 IDirect3DSurface9* readSurface = NULL;
2633 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002634
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002635 if (readBuffer)
2636 {
2637 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2638 }
2639 if (drawBuffer)
2640 {
2641 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2642 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002643
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002644 if (readDepthStencil)
2645 {
2646 readSurface = readDepthStencil->getSurface();
2647 }
2648 if (drawDepthStencil)
2649 {
2650 drawSurface = drawDepthStencil->getSurface();
2651 }
2652
2653 if (!readSurface || !drawSurface)
2654 {
2655 ERR("Failed to retrieve the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002656 return gl::error(GL_OUT_OF_MEMORY, false);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002657 }
2658
2659 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2660
2661 readSurface->Release();
2662 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002663
2664 if (FAILED(result))
2665 {
2666 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2667 return false;
2668 }
2669 }
2670
2671 return true;
2672}
2673
2674void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2675 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2676{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002677 RenderTarget9 *renderTarget = NULL;
2678 IDirect3DSurface9 *surface = NULL;
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002679 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002680
2681 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002682 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002683 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2684 }
2685
2686 if (renderTarget)
2687 {
2688 surface = renderTarget->getSurface();
2689 }
2690
2691 if (!surface)
2692 {
2693 // context must be lost
2694 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002695 }
2696
2697 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002698 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002699
2700 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2701 {
2702 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002703 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002704 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002705 }
2706
2707 HRESULT result;
2708 IDirect3DSurface9 *systemSurface = NULL;
2709 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2710 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2711 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2712 if (directToPixels)
2713 {
2714 // Use the pixels ptr as a shared handle to write directly into client's memory
2715 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2716 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2717 if (FAILED(result))
2718 {
2719 // Try again without the shared handle
2720 directToPixels = false;
2721 }
2722 }
2723
2724 if (!directToPixels)
2725 {
2726 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2727 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2728 if (FAILED(result))
2729 {
2730 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002731 surface->Release();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002732 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002733 }
2734 }
2735
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002736 result = mDevice->GetRenderTargetData(surface, systemSurface);
2737 surface->Release();
2738 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002739
2740 if (FAILED(result))
2741 {
2742 systemSurface->Release();
2743
2744 // It turns out that D3D will sometimes produce more error
2745 // codes than those documented.
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002746 if (d3d9::isDeviceLostError(result))
2747 {
2748 notifyDeviceLost();
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002749 return gl::error(GL_OUT_OF_MEMORY);
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00002750 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002751 else
2752 {
2753 UNREACHABLE();
2754 return;
2755 }
2756
2757 }
2758
2759 if (directToPixels)
2760 {
2761 systemSurface->Release();
2762 return;
2763 }
2764
2765 RECT rect;
2766 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2767 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2768 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2769 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2770
2771 D3DLOCKED_RECT lock;
2772 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2773
2774 if (FAILED(result))
2775 {
2776 UNREACHABLE();
2777 systemSurface->Release();
2778
2779 return; // No sensible error to generate
2780 }
2781
2782 unsigned char *dest = (unsigned char*)pixels;
2783 unsigned short *dest16 = (unsigned short*)pixels;
2784
2785 unsigned char *source;
2786 int inputPitch;
2787 if (packReverseRowOrder)
2788 {
2789 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2790 inputPitch = -lock.Pitch;
2791 }
2792 else
2793 {
2794 source = (unsigned char*)lock.pBits;
2795 inputPitch = lock.Pitch;
2796 }
2797
2798 unsigned int fastPixelSize = 0;
2799
2800 if (desc.Format == D3DFMT_A8R8G8B8 &&
2801 format == GL_BGRA_EXT &&
2802 type == GL_UNSIGNED_BYTE)
2803 {
2804 fastPixelSize = 4;
2805 }
2806 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2807 format == GL_BGRA_EXT &&
2808 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2809 (desc.Format == D3DFMT_A1R5G5B5 &&
2810 format == GL_BGRA_EXT &&
2811 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2812 {
2813 fastPixelSize = 2;
2814 }
2815 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2816 format == GL_RGBA &&
2817 type == GL_HALF_FLOAT_OES)
2818 {
2819 fastPixelSize = 8;
2820 }
2821 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2822 format == GL_RGBA &&
2823 type == GL_FLOAT)
2824 {
2825 fastPixelSize = 16;
2826 }
2827
2828 for (int j = 0; j < rect.bottom - rect.top; j++)
2829 {
2830 if (fastPixelSize != 0)
2831 {
2832 // Fast path for formats which require no translation:
2833 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2834 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2835 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2836 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2837 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2838 //
2839 // Note that buffers with no alpha go through the slow path below.
2840 memcpy(dest + j * outputPitch,
2841 source + j * inputPitch,
2842 (rect.right - rect.left) * fastPixelSize);
2843 continue;
2844 }
2845
2846 for (int i = 0; i < rect.right - rect.left; i++)
2847 {
2848 float r;
2849 float g;
2850 float b;
2851 float a;
2852
2853 switch (desc.Format)
2854 {
2855 case D3DFMT_R5G6B5:
2856 {
2857 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2858
2859 a = 1.0f;
2860 b = (rgb & 0x001F) * (1.0f / 0x001F);
2861 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2862 r = (rgb & 0xF800) * (1.0f / 0xF800);
2863 }
2864 break;
2865 case D3DFMT_A1R5G5B5:
2866 {
2867 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2868
2869 a = (argb & 0x8000) ? 1.0f : 0.0f;
2870 b = (argb & 0x001F) * (1.0f / 0x001F);
2871 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2872 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2873 }
2874 break;
2875 case D3DFMT_A8R8G8B8:
2876 {
2877 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2878
2879 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2880 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2881 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2882 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2883 }
2884 break;
2885 case D3DFMT_X8R8G8B8:
2886 {
2887 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2888
2889 a = 1.0f;
2890 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2891 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2892 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2893 }
2894 break;
2895 case D3DFMT_A2R10G10B10:
2896 {
2897 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2898
2899 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2900 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2901 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2902 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2903 }
2904 break;
2905 case D3DFMT_A32B32G32R32F:
2906 {
2907 // float formats in D3D are stored rgba, rather than the other way round
2908 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2909 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2910 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2911 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2912 }
2913 break;
2914 case D3DFMT_A16B16G16R16F:
2915 {
2916 // float formats in D3D are stored rgba, rather than the other way round
2917 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2918 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2919 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2920 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2921 }
2922 break;
2923 default:
2924 UNIMPLEMENTED(); // FIXME
2925 UNREACHABLE();
2926 return;
2927 }
2928
2929 switch (format)
2930 {
2931 case GL_RGBA:
2932 switch (type)
2933 {
2934 case GL_UNSIGNED_BYTE:
2935 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2936 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2937 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2938 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2939 break;
2940 default: UNREACHABLE();
2941 }
2942 break;
2943 case GL_BGRA_EXT:
2944 switch (type)
2945 {
2946 case GL_UNSIGNED_BYTE:
2947 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2948 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2949 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2950 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2951 break;
2952 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2953 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2954 // this type is packed as follows:
2955 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2956 // --------------------------------------------------------------------------------
2957 // | 4th | 3rd | 2nd | 1st component |
2958 // --------------------------------------------------------------------------------
2959 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2960 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2961 ((unsigned short)(15 * a + 0.5f) << 12)|
2962 ((unsigned short)(15 * r + 0.5f) << 8) |
2963 ((unsigned short)(15 * g + 0.5f) << 4) |
2964 ((unsigned short)(15 * b + 0.5f) << 0);
2965 break;
2966 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2967 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2968 // this type is packed as follows:
2969 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2970 // --------------------------------------------------------------------------------
2971 // | 4th | 3rd | 2nd | 1st component |
2972 // --------------------------------------------------------------------------------
2973 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2974 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2975 ((unsigned short)( a + 0.5f) << 15) |
2976 ((unsigned short)(31 * r + 0.5f) << 10) |
2977 ((unsigned short)(31 * g + 0.5f) << 5) |
2978 ((unsigned short)(31 * b + 0.5f) << 0);
2979 break;
2980 default: UNREACHABLE();
2981 }
2982 break;
2983 case GL_RGB:
2984 switch (type)
2985 {
2986 case GL_UNSIGNED_SHORT_5_6_5:
2987 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2988 ((unsigned short)(31 * b + 0.5f) << 0) |
2989 ((unsigned short)(63 * g + 0.5f) << 5) |
2990 ((unsigned short)(31 * r + 0.5f) << 11);
2991 break;
2992 case GL_UNSIGNED_BYTE:
2993 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2994 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2995 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2996 break;
2997 default: UNREACHABLE();
2998 }
2999 break;
3000 default: UNREACHABLE();
3001 }
3002 }
3003 }
3004
3005 systemSurface->UnlockRect();
3006
3007 systemSurface->Release();
3008}
3009
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003010RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3011{
3012 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3013 IDirect3DSurface9 *surface = NULL;
3014 if (depth)
3015 {
3016 surface = swapChain9->getDepthStencil();
3017 }
3018 else
3019 {
3020 surface = swapChain9->getRenderTarget();
3021 }
3022
3023 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3024
3025 return renderTarget;
3026}
3027
3028RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3029{
3030 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3031 return renderTarget;
3032}
3033
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003034ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003035{
3036 ShaderExecutable9 *executable = NULL;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003037
3038 switch (type)
3039 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003040 case rx::SHADER_VERTEX:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003041 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003042 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003043 if (vshader)
3044 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003045 executable = new ShaderExecutable9(function, length, vshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003046 }
3047 }
3048 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003049 case rx::SHADER_PIXEL:
daniel@transgaming.com55318902012-11-28 20:58:58 +00003050 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003051 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003052 if (pshader)
3053 {
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003054 executable = new ShaderExecutable9(function, length, pshader);
daniel@transgaming.com55318902012-11-28 20:58:58 +00003055 }
3056 }
3057 break;
3058 default:
3059 UNREACHABLE();
3060 break;
3061 }
3062
3063 return executable;
3064}
3065
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003066ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003067{
3068 const char *profile = NULL;
3069
3070 switch (type)
3071 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003072 case rx::SHADER_VERTEX:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003073 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3074 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003075 case rx::SHADER_PIXEL:
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003076 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3077 break;
3078 default:
3079 UNREACHABLE();
3080 return NULL;
3081 }
3082
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003083 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003084 if (!binary)
3085 return NULL;
3086
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003087 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00003088 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003089
3090 return executable;
3091}
3092
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00003093bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3094{
3095 return mBlit->boxFilter(source, dest);
3096}
3097
daniel@transgaming.com2507f412012-10-31 18:46:48 +00003098D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003099{
3100 if (mD3d9Ex != NULL)
3101 {
3102 return D3DPOOL_DEFAULT;
3103 }
3104 else
3105 {
3106 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3107 {
3108 return D3DPOOL_MANAGED;
3109 }
3110 }
3111
3112 return D3DPOOL_DEFAULT;
3113}
3114
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003115bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3116{
3117 if (source && dest)
3118 {
3119 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003120
3121 if (fromManaged)
3122 {
3123 D3DSURFACE_DESC desc;
3124 source->GetDesc(&desc);
3125
3126 IDirect3DSurface9 *surf = 0;
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003127 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003128
3129 if (SUCCEEDED(result))
3130 {
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003131 Image9::copyLockableSurfaces(surf, source);
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003132 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003133 surf->Release();
3134 }
3135 }
3136 else
3137 {
3138 endScene();
daniel@transgaming.com204677a2013-01-11 21:16:09 +00003139 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00003140 }
3141
3142 if (FAILED(result))
3143 {
3144 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3145 return false;
3146 }
3147 }
3148
3149 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00003150}
3151
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003152Image *Renderer9::createImage()
3153{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003154 return new Image9();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003155}
3156
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003157void Renderer9::generateMipmap(Image *dest, Image *src)
3158{
daniel@transgaming.com4ba24062012-12-20 20:54:24 +00003159 Image9 *src9 = Image9::makeImage9(src);
3160 Image9 *dst9 = Image9::makeImage9(dest);
3161 Image9::generateMipmap(dst9, src9);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003162}
3163
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003164TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3165{
3166 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3167 return new TextureStorage9_2D(this, swapChain9);
3168}
3169
3170TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3171{
3172 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3173}
3174
3175TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3176{
3177 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3178}
3179
daniel@transgaming.com621ce052012-10-31 17:52:29 +00003180}