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daniel@transgaming.com621ce052012-10-31 17:52:29 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00007// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
daniel@transgaming.com621ce052012-10-31 17:52:29 +00008
daniel@transgaming.com621ce052012-10-31 17:52:29 +00009#include "common/debug.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000010#include "libGLESv2/main.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com493d4f82012-11-28 19:35:45 +000014#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +000015#include "libGLESv2/Program.h"
16#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com91207b72012-11-28 20:56:43 +000017#include "libGLESv2/IndexDataManager.h"
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000018#include "libGLESv2/VertexDataManager.h"
daniel@transgaming.com2507f412012-10-31 18:46:48 +000019#include "libGLESv2/renderer/Renderer9.h"
daniel@transgaming.comd8e36562012-10-31 19:52:19 +000020#include "libGLESv2/renderer/renderer9_utils.h"
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000021#include "libGLESv2/renderer/ShaderExecutable9.h"
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +000022#include "libGLESv2/renderer/SwapChain9.h"
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +000023#include "libGLESv2/renderer/TextureStorage.h"
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +000024#include "libGLESv2/renderer/Image.h"
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000025#include "libGLESv2/renderer/Blit.h"
daniel@transgaming.comd186dc72012-11-28 19:40:16 +000026#include "libGLESv2/renderer/RenderTarget9.h"
daniel@transgaming.com621ce052012-10-31 17:52:29 +000027
daniel@transgaming.com3281f972012-10-31 18:38:51 +000028#include "libEGL/Config.h"
daniel@transgaming.comef21ab22012-10-31 17:52:47 +000029#include "libEGL/Display.h"
30
daniel@transgaming.com621ce052012-10-31 17:52:29 +000031// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
32#define REF_RAST 0
33
34// The "Debug This Pixel..." feature in PIX often fails when using the
35// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
36// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
37#if !defined(ANGLE_ENABLE_D3D9EX)
38// Enables use of the IDirect3D9Ex interface, when available
39#define ANGLE_ENABLE_D3D9EX 1
40#endif // !defined(ANGLE_ENABLE_D3D9EX)
41
daniel@transgaming.coma9c71422012-11-28 20:58:45 +000042#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
43#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
44#endif
45
daniel@transgaming.com76d3e6e2012-10-31 19:55:33 +000046namespace rx
daniel@transgaming.com621ce052012-10-31 17:52:29 +000047{
daniel@transgaming.com222ee082012-11-28 19:31:49 +000048static const D3DFORMAT RenderTargetFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000049 {
50 D3DFMT_A1R5G5B5,
51 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
52 D3DFMT_A8R8G8B8,
53 D3DFMT_R5G6B5,
54 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
55 D3DFMT_X8R8G8B8
56 };
57
daniel@transgaming.com222ee082012-11-28 19:31:49 +000058static const D3DFORMAT DepthStencilFormats[] =
daniel@transgaming.com92955622012-10-31 18:38:41 +000059 {
60 D3DFMT_UNKNOWN,
61 // D3DFMT_D16_LOCKABLE,
62 D3DFMT_D32,
63 // D3DFMT_D15S1,
64 D3DFMT_D24S8,
65 D3DFMT_D24X8,
66 // D3DFMT_D24X4S4,
67 D3DFMT_D16,
68 // D3DFMT_D32F_LOCKABLE,
69 // D3DFMT_D24FS8
70 };
daniel@transgaming.com621ce052012-10-31 17:52:29 +000071
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000072Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
daniel@transgaming.com621ce052012-10-31 17:52:29 +000073{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +000074 mD3d9Module = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000075
daniel@transgaming.com7d738a22012-11-28 19:43:08 +000076 mD3dCompilerModule = NULL;
77
daniel@transgaming.com621ce052012-10-31 17:52:29 +000078 mD3d9 = NULL;
79 mD3d9Ex = NULL;
80 mDevice = NULL;
81 mDeviceEx = NULL;
82 mDeviceWindow = NULL;
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +000083 mBlit = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +000084
85 mAdapter = D3DADAPTER_DEFAULT;
86
87 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
88 mDeviceType = D3DDEVTYPE_REF;
89 #else
90 mDeviceType = D3DDEVTYPE_HAL;
91 #endif
92
93 mDeviceLost = false;
daniel@transgaming.comb7833982012-10-31 18:31:46 +000094
95 mMaxSupportedSamples = 0;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +000096
daniel@transgaming.com91207b72012-11-28 20:56:43 +000097 mAppliedIBSerial = 0;
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +000098
99 mMaskedClearSavedState = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000100
101 mVertexDataManager = NULL;
102 mIndexDataManager = NULL;
103 mLineLoopIB = NULL;
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000104}
105
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000106Renderer9::~Renderer9()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000107{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000108 releaseDeviceResources();
109
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000110 if (mDevice)
111 {
112 // 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 +0000113 if (testDeviceLost(false))
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000114 {
115 resetDevice();
116 }
117
118 mDevice->Release();
119 mDevice = NULL;
120 }
121
122 if (mDeviceEx)
123 {
124 mDeviceEx->Release();
125 mDeviceEx = NULL;
126 }
127
128 if (mD3d9)
129 {
130 mD3d9->Release();
131 mD3d9 = NULL;
132 }
133
134 if (mDeviceWindow)
135 {
136 DestroyWindow(mDeviceWindow);
137 mDeviceWindow = NULL;
138 }
139
140 if (mD3d9Ex)
141 {
142 mD3d9Ex->Release();
143 mD3d9Ex = NULL;
144 }
145
146 if (mD3d9Module)
147 {
148 mD3d9Module = NULL;
149 }
150
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000151 if (mD3dCompilerModule)
152 {
153 FreeLibrary(mD3dCompilerModule);
154 mD3dCompilerModule = NULL;
155 }
156
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000157 while (!mMultiSampleSupport.empty())
158 {
159 delete [] mMultiSampleSupport.begin()->second;
160 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
161 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000162}
163
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000164Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
165{
166 ASSERT(dynamic_cast<rx::Renderer9*>(renderer) != NULL);
167 return static_cast<rx::Renderer9*>(renderer);
168}
169
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000170EGLint Renderer9::initialize()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000171{
daniel@transgaming.com95ffbc12012-10-31 19:55:27 +0000172 if (mSoftwareDevice)
173 {
174 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
175 }
176 else
177 {
178 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
179 }
180
181 if (mD3d9Module == NULL)
182 {
183 ERR("No D3D9 module found - aborting!\n");
184 return EGL_NOT_INITIALIZED;
185 }
186
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000187 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
188 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
189
190 // Use Direct3D9Ex if available. Among other things, this version is less
191 // inclined to report a lost context, for example when the user switches
192 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
193 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
194 {
195 ASSERT(mD3d9Ex);
196 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
197 ASSERT(mD3d9);
198 }
199 else
200 {
201 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
202 }
203
204 if (!mD3d9)
205 {
206 ERR("Could not create D3D9 device - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
daniel@transgaming.com7d738a22012-11-28 19:43:08 +0000209
210#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
211 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
212 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
213
214 for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
215 {
216 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
217 {
218 break;
219 }
220 }
221#else
222 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
223 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
224#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
225
226 if (!mD3dCompilerModule)
227 {
228 terminate();
229 return false;
230 }
231
232 mD3DCompileFunc = reinterpret_cast<D3DCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
233 ASSERT(mD3DCompileFunc);
234
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000235 if (mDc != NULL)
236 {
237 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
238 }
239
240 HRESULT result;
241
242 // Give up on getting device caps after about one second.
243 for (int i = 0; i < 10; ++i)
244 {
245 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
246 if (SUCCEEDED(result))
247 {
248 break;
249 }
250 else if (result == D3DERR_NOTAVAILABLE)
251 {
252 Sleep(100); // Give the driver some time to initialize/recover
253 }
254 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
255 {
256 ERR("failed to get device caps (0x%x)\n", result);
257 return EGL_NOT_INITIALIZED;
258 }
259 }
260
261 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
262 {
263 ERR("Renderer does not support PS 2.0. aborting!\n");
264 return EGL_NOT_INITIALIZED;
265 }
266
267 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
268 // This is required by Texture2D::convertToRenderTarget.
269 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
270 {
271 ERR("Renderer does not support stretctrect from textures!\n");
272 return EGL_NOT_INITIALIZED;
273 }
274
275 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
276
277 // ATI cards on XP have problems with non-power-of-two textures.
278 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
279 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
280 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
281 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
282
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000283 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
284 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
285
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +0000286 mMinSwapInterval = 4;
287 mMaxSwapInterval = 0;
288
289 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
290 {
291 mMinSwapInterval = std::min(mMinSwapInterval, 0);
292 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
293 }
294 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
295 {
296 mMinSwapInterval = std::min(mMinSwapInterval, 1);
297 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
298 }
299 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
300 {
301 mMinSwapInterval = std::min(mMinSwapInterval, 2);
302 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
303 }
304 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
305 {
306 mMinSwapInterval = std::min(mMinSwapInterval, 3);
307 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
308 }
309 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
310 {
311 mMinSwapInterval = std::min(mMinSwapInterval, 4);
312 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
313 }
314
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000315 int max = 0;
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000316 for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000317 {
318 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000319 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
320 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
daniel@transgaming.com92955622012-10-31 18:38:41 +0000321
322 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
323 {
324 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
325 {
326 max = j;
327 }
328 }
329 }
330
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000331 for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++i)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000332 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000333 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
daniel@transgaming.com92955622012-10-31 18:38:41 +0000334 continue;
335
336 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000337 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
338 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
daniel@transgaming.comb7833982012-10-31 18:31:46 +0000339
340 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
341 {
342 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
343 {
344 max = j;
345 }
346 }
347 }
348
349 mMaxSupportedSamples = max;
350
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000351 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
352 static const TCHAR className[] = TEXT("STATIC");
353
354 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
355
356 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
357 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
358
359 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
360 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
361 {
362 return EGL_BAD_ALLOC;
363 }
364
365 if (FAILED(result))
366 {
367 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
368
369 if (FAILED(result))
370 {
371 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
372 return EGL_BAD_ALLOC;
373 }
374 }
375
376 if (mD3d9Ex)
377 {
378 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
379 ASSERT(SUCCEEDED(result));
380 }
381
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000382 mVertexShaderCache.initialize(mDevice);
383 mPixelShaderCache.initialize(mDevice);
384
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000385 initializeDevice();
386
387 return EGL_SUCCESS;
388}
389
390// do any one-time device initialization
391// NOTE: this is also needed after a device lost/reset
392// to reset the scene status and ensure the default states are reset.
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000393void Renderer9::initializeDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000394{
395 // Permanent non-default states
396 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
397 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
398
399 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
400 {
401 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
402 }
403 else
404 {
405 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
406 }
407
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000408 markAllStateDirty();
409
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000410 mSceneStarted = false;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +0000411
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000412 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
daniel@transgaming.come569fc52012-11-28 20:56:02 +0000413 mBlit = new Blit(this);
414 mVertexDataManager = new gl::VertexDataManager(this);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000415 mIndexDataManager = new gl::IndexDataManager(this);
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000416}
417
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000418D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000419{
420 D3DPRESENT_PARAMETERS presentParameters = {0};
421
422 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
423 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
424 presentParameters.BackBufferCount = 1;
425 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
426 presentParameters.BackBufferWidth = 1;
427 presentParameters.BackBufferHeight = 1;
428 presentParameters.EnableAutoDepthStencil = FALSE;
429 presentParameters.Flags = 0;
430 presentParameters.hDeviceWindow = mDeviceWindow;
431 presentParameters.MultiSampleQuality = 0;
432 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
433 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
434 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
435 presentParameters.Windowed = TRUE;
436
437 return presentParameters;
438}
439
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000440int Renderer9::generateConfigs(ConfigDesc **configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000441{
442 D3DDISPLAYMODE currentDisplayMode;
443 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
444
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000445 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
446 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000447 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
448 int numConfigs = 0;
449
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000450 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000451 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000452 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000453
454 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
455
456 if (SUCCEEDED(result))
457 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000458 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000459 {
daniel@transgaming.com222ee082012-11-28 19:31:49 +0000460 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000461 HRESULT result = D3D_OK;
462
463 if(depthStencilFormat != D3DFMT_UNKNOWN)
464 {
465 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
466 }
467
468 if (SUCCEEDED(result))
469 {
470 if(depthStencilFormat != D3DFMT_UNKNOWN)
471 {
472 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
473 }
474
475 if (SUCCEEDED(result))
476 {
477 ConfigDesc newConfig;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000478 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
479 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000480 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
481 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
482
483 (*configDescList)[numConfigs++] = newConfig;
484 }
485 }
486 }
487 }
488 }
489
490 return numConfigs;
491}
492
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000493void Renderer9::deleteConfigs(ConfigDesc *configDescList)
daniel@transgaming.com3281f972012-10-31 18:38:51 +0000494{
495 delete [] (configDescList);
496}
497
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000498void Renderer9::startScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000499{
500 if (!mSceneStarted)
501 {
502 long result = mDevice->BeginScene();
503 if (SUCCEEDED(result)) {
504 // This is defensive checking against the device being
505 // lost at unexpected times.
506 mSceneStarted = true;
507 }
508 }
509}
510
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000511void Renderer9::endScene()
daniel@transgaming.com621ce052012-10-31 17:52:29 +0000512{
513 if (mSceneStarted)
514 {
515 // EndScene can fail if the device was lost, for example due
516 // to a TDR during a draw call.
517 mDevice->EndScene();
518 mSceneStarted = false;
519 }
520}
521
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000522// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000523void Renderer9::sync(bool block)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000524{
525 HRESULT result;
526
527 IDirect3DQuery9* query = allocateEventQuery();
528 if (!query)
529 {
530 return;
531 }
532
533 result = query->Issue(D3DISSUE_END);
534 ASSERT(SUCCEEDED(result));
535
536 do
537 {
538 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
539
540 if(block && result == S_FALSE)
541 {
542 // Keep polling, but allow other threads to do something useful first
543 Sleep(0);
544 // explicitly check for device loss
545 // some drivers seem to return S_FALSE even if the device is lost
546 // instead of D3DERR_DEVICELOST like they should
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +0000547 if (testDeviceLost(false))
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000548 {
549 result = D3DERR_DEVICELOST;
550 }
551 }
552 }
553 while(block && result == S_FALSE);
554
555 freeEventQuery(query);
556
557 if (isDeviceLostError(result))
558 {
559 mDisplay->notifyDeviceLost();
560 }
561}
562
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000563SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
564{
daniel@transgaming.coma27e05b2012-11-28 19:39:42 +0000565 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000566}
567
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000568// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000569IDirect3DQuery9* Renderer9::allocateEventQuery()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000570{
571 IDirect3DQuery9 *query = NULL;
572
573 if (mEventQueryPool.empty())
574 {
575 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
576 ASSERT(SUCCEEDED(result));
577 }
578 else
579 {
580 query = mEventQueryPool.back();
581 mEventQueryPool.pop_back();
582 }
583
584 return query;
585}
586
587// D3D9_REPLACE
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000588void Renderer9::freeEventQuery(IDirect3DQuery9* query)
daniel@transgaming.comef21ab22012-10-31 17:52:47 +0000589{
590 if (mEventQueryPool.size() > 1000)
591 {
592 query->Release();
593 }
594 else
595 {
596 mEventQueryPool.push_back(query);
597 }
598}
599
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000600IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000601{
602 return mVertexShaderCache.create(function, length);
603}
604
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000605IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
daniel@transgaming.come4733d72012-10-31 18:07:01 +0000606{
607 return mPixelShaderCache.create(function, length);
608}
609
daniel@transgaming.com113f0eb2012-10-31 18:46:58 +0000610HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
611{
612 D3DPOOL Pool = getBufferPool(Usage);
613 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
614}
615
616HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
617{
618 D3DPOOL Pool = getBufferPool(Usage);
619 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
620}
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000621
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000622void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000623{
624 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
625 int d3dSampler = index + d3dSamplerOffset;
626
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000627 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
628 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000629
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000630 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000631 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
daniel@transgaming.com682a37c2012-11-28 19:34:44 +0000632 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
daniel@transgaming.comba0570e2012-10-31 18:07:39 +0000633 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
634 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
635 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
636 if (mSupportsTextureFilterAnisotropy)
637 {
638 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
639 }
640}
641
daniel@transgaming.com2507f412012-10-31 18:46:48 +0000642void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000643{
644 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
645 int d3dSampler = index + d3dSamplerOffset;
646 IDirect3DBaseTexture9 *d3dTexture = NULL;
647
648 if (texture)
649 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000650 TextureStorage *texStorage = texture->getNativeTexture();
daniel@transgaming.com9d4346f2012-10-31 19:52:04 +0000651 if (texStorage)
652 {
653 d3dTexture = texStorage->getBaseTexture();
654 }
655 // If we get NULL back from getBaseTexture here, something went wrong
daniel@transgaming.coma734f272012-10-31 18:07:48 +0000656 // in the texture class and we're unexpectedly missing the d3d texture
657 ASSERT(d3dTexture != NULL);
658 }
659
660 mDevice->SetTexture(d3dSampler, d3dTexture);
661}
662
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000663void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
664{
665 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
666 bool depthSizeChanged = mForceSetRasterState || depthSize != mCurDepthSize;
667
668 if (rasterStateChanged)
669 {
670 // Set the cull mode
671 if (rasterState.cullFace)
672 {
673 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
674 }
675 else
676 {
677 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
678 }
679
680 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, rasterState.scissorTest ? TRUE : FALSE);
681
682 mCurRasterState = rasterState;
683 }
684
685 if (rasterStateChanged || depthSizeChanged)
686 {
687 if (rasterState.polygonOffsetFill)
688 {
689 if (depthSize > 0)
690 {
691 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
692
693 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize));
694 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
695 }
696 }
697 else
698 {
699 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
700 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
701 }
702
703 mCurDepthSize = depthSize;
704 }
705
706 mForceSetRasterState = false;
707}
708
709void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
710{
711 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
712 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
713 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
714
715 if (blendStateChanged || blendColorChanged)
716 {
717 if (blendState.blend)
718 {
719 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
720
721 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
722 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
723 {
724 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
725 }
726 else
727 {
728 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
729 gl::unorm<8>(blendColor.alpha),
730 gl::unorm<8>(blendColor.alpha),
731 gl::unorm<8>(blendColor.alpha)));
732 }
733
734 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
735 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
736 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
737
738 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
739 blendState.destBlendRGB != blendState.destBlendAlpha ||
740 blendState.blendEquationRGB != blendState.blendEquationAlpha)
741 {
742 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
743
744 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
745 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
746 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
747 }
748 else
749 {
750 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
751 }
752 }
753 else
754 {
755 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
756 }
757
758 if (blendState.sampleAlphaToCoverage)
759 {
760 FIXME("Sample alpha to coverage is unimplemented.");
761 }
762
763 // Set the color mask
764 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
765 // Apparently some ATI cards have a bug where a draw with a zero color
766 // write mask can cause later draws to have incorrect results. Instead,
767 // set a nonzero color write mask but modify the blend state so that no
768 // drawing is done.
769 // http://code.google.com/p/angleproject/issues/detail?id=169
770
771 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
772 blendState.colorMaskBlue, blendState.colorMaskAlpha);
773 if (colorMask == 0 && !zeroColorMaskAllowed)
774 {
775 // Enable green channel, but set blending so nothing will be drawn.
776 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
777 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
778
779 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
780 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
781 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
782 }
783 else
784 {
785 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
786 }
787
788 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
789
790 mCurBlendState = blendState;
791 mCurBlendColor = blendColor;
792 }
793
794 if (sampleMaskChanged)
795 {
796 // Set the multisample mask
797 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
798 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
799
800 mCurSampleMask = sampleMask;
801 }
802
803 mForceSetBlendState = false;
804}
805
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000806void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
807 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000808{
809 bool depthStencilStateChanged = mForceSetDepthStencilState ||
810 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000811 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
812 stencilBackRef != mCurStencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000813 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
814 bool stencilSizeChanged = mForceSetDepthStencilState || stencilSize != mCurStencilSize;
815
816 if (depthStencilStateChanged)
817 {
818 if (depthStencilState.depthTest)
819 {
820 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
821 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
822 }
823 else
824 {
825 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
826 }
827
828 mCurDepthStencilState = depthStencilState;
829 }
830
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000831 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged || stencilSizeChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000832 {
833 if (depthStencilState.stencilTest && stencilSize > 0)
834 {
835 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
836 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
837
838 // FIXME: Unsupported by D3D9
839 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
840 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
841 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
842 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000843 stencilRef != stencilBackRef ||
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000844 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
845 {
846 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
847 return error(GL_INVALID_OPERATION);
848 }
849
850 // get the maximum size of the stencil ref
851 GLuint maxStencil = (1 << stencilSize) - 1;
852
853 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
854 depthStencilState.stencilWritemask);
855 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
856 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
857
858 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000859 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000860 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
861 depthStencilState.stencilMask);
862
863 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
864 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
865 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
866 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
867 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
868 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
869
870 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
871 depthStencilState.stencilBackWritemask);
872 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
873 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
874
875 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000876 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000877 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
878 depthStencilState.stencilBackMask);
879
880 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
881 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
882 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
883 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
884 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
885 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
886 }
887 else
888 {
889 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
890 }
891
892 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
893
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000894 mCurStencilRef = stencilRef;
895 mCurStencilBackRef = stencilBackRef;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000896 mCurFrontFaceCCW = frontFaceCCW;
897 mCurStencilSize = stencilSize;
898 }
899
900 mForceSetDepthStencilState = false;
901}
902
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000903void Renderer9::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000904{
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000905 bool scissorChanged = mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0;
906
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000907 if (scissorChanged)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000908 {
909 RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000910 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
911 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
912 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
913 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000914 mDevice->SetScissorRect(&rect);
915
916 mCurScissor = scissor;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000917 }
918
919 mForceSetScissor = false;
920}
921
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000922bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000923 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
924{
925 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
926 zNear != mCurNear || zFar != mCurFar;
927
928 D3DVIEWPORT9 dxViewport;
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000929 dxViewport.X = gl::clamp(viewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
930 dxViewport.Y = gl::clamp(viewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
931 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
932 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000933 dxViewport.MinZ = zNear;
934 dxViewport.MaxZ = zFar;
935
936 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
937 {
938 return false; // Nothing to render
939 }
940
941 if (viewportChanged)
942 {
943 mDevice->SetViewport(&dxViewport);
944
945 mCurViewport = viewport;
946 mCurNear = zNear;
947 mCurFar = zFar;
948 }
949
950 if (currentProgram && (viewportChanged || forceSetUniforms))
951 {
952 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
953 GLfloat xy[2] = { 1.0f / dxViewport.Width, -1.0f / dxViewport.Height };
954 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
955
956 // These values are used for computing gl_FragCoord in Program::linkVaryings().
957 GLint coord = currentProgram->getDxCoordLocation();
958 GLfloat whxy[4] = { viewport.width * 0.5f,
959 viewport.height * 0.5f,
960 viewport.x + (viewport.width * 0.5f),
961 viewport.y + (viewport.height * 0.5f) };
962 currentProgram->setUniform4fv(coord, 1, whxy);
963
964 GLint depth = currentProgram->getDxDepthLocation();
965 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
966 currentProgram->setUniform2fv(depth, 1, dz);
967
968 GLint depthRange = currentProgram->getDxDepthRangeLocation();
969 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
970 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
971 }
972
973 mForceSetViewport = false;
974 return true;
975}
976
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000977bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
978{
979 switch (mode)
980 {
981 case GL_POINTS:
982 mPrimitiveType = D3DPT_POINTLIST;
983 mPrimitiveCount = count;
984 break;
985 case GL_LINES:
986 mPrimitiveType = D3DPT_LINELIST;
987 mPrimitiveCount = count / 2;
988 break;
989 case GL_LINE_LOOP:
990 mPrimitiveType = D3DPT_LINESTRIP;
991 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
992 break;
993 case GL_LINE_STRIP:
994 mPrimitiveType = D3DPT_LINESTRIP;
995 mPrimitiveCount = count - 1;
996 break;
997 case GL_TRIANGLES:
998 mPrimitiveType = D3DPT_TRIANGLELIST;
999 mPrimitiveCount = count / 3;
1000 break;
1001 case GL_TRIANGLE_STRIP:
1002 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1003 mPrimitiveCount = count - 2;
1004 break;
1005 case GL_TRIANGLE_FAN:
1006 mPrimitiveType = D3DPT_TRIANGLEFAN;
1007 mPrimitiveCount = count - 2;
1008 break;
1009 default:
1010 return error(GL_INVALID_ENUM, false);
1011 }
1012
1013 return mPrimitiveCount > 0;
1014}
1015
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001016bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001017{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001018 // if there is no color attachment we must synthesize a NULL colorattachment
1019 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1020 gl::Renderbuffer *renderbufferObject = NULL;
1021 if (framebuffer->getColorbufferType() != GL_NONE)
1022 {
1023 renderbufferObject = framebuffer->getColorbuffer();
1024 }
1025 else
1026 {
1027 renderbufferObject = framebuffer->getNullColorbuffer();
1028 }
1029 if (!renderbufferObject)
1030 {
1031 ERR("unable to locate renderbuffer for FBO.");
1032 return false;
1033 }
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001034
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001035 bool renderTargetChanged = false;
1036 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1037 if (renderTargetSerial != mAppliedRenderTargetSerial)
1038 {
1039 // Apply the render target on the device
1040 IDirect3DSurface9 *renderTargetSurface = NULL;
1041
1042 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1043 if (renderTarget)
1044 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001045 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001046 }
1047
1048 if (!renderTargetSurface)
1049 {
1050 ERR("render target pointer unexpectedly null.");
1051 return false; // Context must be lost
1052 }
1053
1054 mDevice->SetRenderTarget(0, renderTargetSurface);
1055 renderTargetSurface->Release();
1056
1057 mAppliedRenderTargetSerial = renderTargetSerial;
1058 renderTargetChanged = true;
1059 }
1060
1061 gl::Renderbuffer *depthStencil = NULL;
1062 unsigned int depthbufferSerial = 0;
1063 unsigned int stencilbufferSerial = 0;
1064 if (framebuffer->getDepthbufferType() != GL_NONE)
1065 {
1066 depthStencil = framebuffer->getDepthbuffer();
1067 if (!depthStencil)
1068 {
1069 ERR("Depth stencil pointer unexpectedly null.");
1070 return false;
1071 }
1072
1073 depthbufferSerial = depthStencil->getSerial();
1074 }
1075 else if (framebuffer->getStencilbufferType() != GL_NONE)
1076 {
1077 depthStencil = framebuffer->getStencilbuffer();
1078 if (!depthStencil)
1079 {
1080 ERR("Depth stencil pointer unexpectedly null.");
1081 return false;
1082 }
1083
1084 stencilbufferSerial = depthStencil->getSerial();
1085 }
1086
1087 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1088 stencilbufferSerial != mAppliedStencilbufferSerial ||
1089 !mDepthStencilInitialized)
1090 {
1091 // Apply the depth stencil on the device
1092 if (depthStencil)
1093 {
1094 IDirect3DSurface9 *depthStencilSurface = NULL;
1095 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1096
1097 if (depthStencilRenderTarget)
1098 {
daniel@transgaming.com965bcd22012-11-28 20:54:14 +00001099 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001100 }
1101
1102 if (!depthStencilSurface)
1103 {
1104 ERR("depth stencil pointer unexpectedly null.");
1105 return false; // Context must be lost
1106 }
1107
1108 mDevice->SetDepthStencilSurface(depthStencilSurface);
1109 depthStencilSurface->Release();
1110 }
1111 else
1112 {
1113 mDevice->SetDepthStencilSurface(NULL);
1114 }
1115
1116 mAppliedDepthbufferSerial = depthbufferSerial;
1117 mAppliedStencilbufferSerial = stencilbufferSerial;
1118 mDepthStencilInitialized = true;
1119 }
1120
1121 if (renderTargetChanged || !mRenderTargetDescInitialized)
1122 {
1123 mForceSetScissor = true;
1124 mForceSetViewport = true;
1125
1126 mRenderTargetDesc.width = renderbufferObject->getWidth();
1127 mRenderTargetDesc.height = renderbufferObject->getHeight();
1128 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1129 mRenderTargetDescInitialized = true;
1130 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001131
1132 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001133}
daniel@transgaming.coma734f272012-10-31 18:07:48 +00001134
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001135GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001136{
1137 gl::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1138 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1139 if (err != GL_NO_ERROR)
1140 {
1141 return err;
1142 }
1143
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001144 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1145}
1146
1147// Applies the indices and element array bindings to the Direct3D 9 device
1148GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
1149{
1150 IDirect3DIndexBuffer9 *indexBuffer;
1151 unsigned int serial;
1152 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo, &indexBuffer, &serial);
1153
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001154 if (err == GL_NO_ERROR)
1155 {
1156 if (serial != mAppliedIBSerial)
1157 {
1158 mDevice->SetIndices(indexBuffer);
1159 mAppliedIBSerial = serial;
1160 }
1161 }
1162
1163 return err;
1164}
1165
1166void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1167{
1168 startScene();
1169
1170 if (mode == GL_LINE_LOOP)
1171 {
1172 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1173 }
1174 else if (instances > 0)
1175 {
1176 gl::StaticIndexBuffer *countingIB = mIndexDataManager->getCountingIndices(count);
1177 if (countingIB)
1178 {
1179 if (mAppliedIBSerial != countingIB->getSerial())
1180 {
1181 mDevice->SetIndices(countingIB->getBuffer());
1182 mAppliedIBSerial = countingIB->getSerial();
1183 }
1184
1185 for (int i = 0; i < mRepeatDraw; i++)
1186 {
1187 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1188 }
1189 }
1190 else
1191 {
1192 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1193 return error(GL_OUT_OF_MEMORY);
1194 }
1195 }
1196 else // Regular case
1197 {
1198 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1199 }
1200}
1201
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001202void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001203{
1204 startScene();
1205
1206 if (mode == GL_LINE_LOOP)
1207 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001208 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001209 }
1210 else
1211 {
1212 for (int i = 0; i < mRepeatDraw; i++)
1213 {
daniel@transgaming.com97400dd2012-11-28 20:57:00 +00001214 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1215 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001216 }
1217 }
1218}
1219
1220void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1221{
1222 // Get the raw indices for an indexed draw
1223 if (type != GL_NONE && elementArrayBuffer)
1224 {
1225 gl::Buffer *indexBuffer = elementArrayBuffer;
1226 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1227 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
1228 }
1229
1230 UINT startIndex = 0;
1231 bool succeeded = false;
1232
1233 if (get32BitIndexSupport())
1234 {
1235 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1236
1237 if (!mLineLoopIB)
1238 {
1239 mLineLoopIB = new gl::StreamingIndexBuffer(this, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX32);
1240 }
1241
1242 if (mLineLoopIB)
1243 {
1244 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_INT);
1245
1246 UINT offset = 0;
1247 unsigned int *data = static_cast<unsigned int*>(mLineLoopIB->map(spaceNeeded, &offset));
1248 startIndex = offset / 4;
1249
1250 if (data)
1251 {
1252 switch (type)
1253 {
1254 case GL_NONE: // Non-indexed draw
1255 for (int i = 0; i < count; i++)
1256 {
1257 data[i] = i;
1258 }
1259 data[count] = 0;
1260 break;
1261 case GL_UNSIGNED_BYTE:
1262 for (int i = 0; i < count; i++)
1263 {
1264 data[i] = static_cast<const GLubyte*>(indices)[i];
1265 }
1266 data[count] = static_cast<const GLubyte*>(indices)[0];
1267 break;
1268 case GL_UNSIGNED_SHORT:
1269 for (int i = 0; i < count; i++)
1270 {
1271 data[i] = static_cast<const GLushort*>(indices)[i];
1272 }
1273 data[count] = static_cast<const GLushort*>(indices)[0];
1274 break;
1275 case GL_UNSIGNED_INT:
1276 for (int i = 0; i < count; i++)
1277 {
1278 data[i] = static_cast<const GLuint*>(indices)[i];
1279 }
1280 data[count] = static_cast<const GLuint*>(indices)[0];
1281 break;
1282 default: UNREACHABLE();
1283 }
1284
1285 mLineLoopIB->unmap();
1286 succeeded = true;
1287 }
1288 }
1289 }
1290 else
1291 {
1292 const int spaceNeeded = (count + 1) * sizeof(unsigned short);
1293
1294 if (!mLineLoopIB)
1295 {
1296 mLineLoopIB = new gl::StreamingIndexBuffer(this, INITIAL_INDEX_BUFFER_SIZE, D3DFMT_INDEX16);
1297 }
1298
1299 if (mLineLoopIB)
1300 {
1301 mLineLoopIB->reserveSpace(spaceNeeded, GL_UNSIGNED_SHORT);
1302
1303 UINT offset = 0;
1304 unsigned short *data = static_cast<unsigned short*>(mLineLoopIB->map(spaceNeeded, &offset));
1305 startIndex = offset / 2;
1306
1307 if (data)
1308 {
1309 switch (type)
1310 {
1311 case GL_NONE: // Non-indexed draw
1312 for (int i = 0; i < count; i++)
1313 {
1314 data[i] = i;
1315 }
1316 data[count] = 0;
1317 break;
1318 case GL_UNSIGNED_BYTE:
1319 for (int i = 0; i < count; i++)
1320 {
1321 data[i] = static_cast<const GLubyte*>(indices)[i];
1322 }
1323 data[count] = static_cast<const GLubyte*>(indices)[0];
1324 break;
1325 case GL_UNSIGNED_SHORT:
1326 for (int i = 0; i < count; i++)
1327 {
1328 data[i] = static_cast<const GLushort*>(indices)[i];
1329 }
1330 data[count] = static_cast<const GLushort*>(indices)[0];
1331 break;
1332 case GL_UNSIGNED_INT:
1333 for (int i = 0; i < count; i++)
1334 {
1335 data[i] = static_cast<const GLuint*>(indices)[i];
1336 }
1337 data[count] = static_cast<const GLuint*>(indices)[0];
1338 break;
1339 default: UNREACHABLE();
1340 }
1341
1342 mLineLoopIB->unmap();
1343 succeeded = true;
1344 }
1345 }
1346 }
1347
1348 if (succeeded)
1349 {
1350 if (mAppliedIBSerial != mLineLoopIB->getSerial())
1351 {
1352 mDevice->SetIndices(mLineLoopIB->getBuffer());
1353 mAppliedIBSerial = mLineLoopIB->getSerial();
1354 }
1355
1356 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1357 }
1358 else
1359 {
1360 ERR("Could not create a looping index buffer for GL_LINE_LOOP.");
1361 return error(GL_OUT_OF_MEMORY);
1362 }
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001363}
1364
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001365void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1366{
daniel@transgaming.com95892412012-11-28 20:59:09 +00001367 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1368 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1369
1370 IDirect3DVertexShader9 *vertexShader = NULL;
1371 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
1372
1373 IDirect3DPixelShader9 *pixelShader = NULL;
1374 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001375
1376 mDevice->SetPixelShader(pixelShader);
1377 mDevice->SetVertexShader(vertexShader);
1378 programBinary->dirtyAllUniforms();
1379}
1380
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001381void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001382{
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001383 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1384 gl::unorm<8>(clearParams.colorClearValue.red),
1385 gl::unorm<8>(clearParams.colorClearValue.green),
1386 gl::unorm<8>(clearParams.colorClearValue.blue));
1387 float depth = gl::clamp01(clearParams.depthClearValue);
1388 int stencil = clearParams.stencilClearValue & 0x000000FF;
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001389
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001390 unsigned int stencilUnmasked = 0x0;
1391 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1392 {
1393 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1394 stencilUnmasked = (0x1 << stencilSize) - 1;
1395 }
1396
1397 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1398
1399 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1400 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1401 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1402 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1403 clearParams.colorMaskBlue && alphaUnmasked);
1404
1405 if (needMaskedColorClear || needMaskedStencilClear)
1406 {
1407 // State which is altered in all paths from this point to the clear call is saved.
1408 // State which is altered in only some paths will be flagged dirty in the case that
1409 // that path is taken.
1410 HRESULT hr;
1411 if (mMaskedClearSavedState == NULL)
1412 {
1413 hr = mDevice->BeginStateBlock();
1414 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1415
1416 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1417 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1418 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1419 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1420 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1421 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1422 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1423 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1424 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1425 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1426 mDevice->SetPixelShader(NULL);
1427 mDevice->SetVertexShader(NULL);
1428 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1429 mDevice->SetStreamSource(0, NULL, 0, 0);
1430 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1431 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1432 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1433 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1434 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1435 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1436 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1437
1438 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1439 {
1440 mDevice->SetStreamSourceFreq(i, 1);
1441 }
1442
1443 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1444 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1445 }
1446
1447 ASSERT(mMaskedClearSavedState != NULL);
1448
1449 if (mMaskedClearSavedState != NULL)
1450 {
1451 hr = mMaskedClearSavedState->Capture();
1452 ASSERT(SUCCEEDED(hr));
1453 }
1454
1455 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1456 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1457 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1458 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1459 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1460 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1461 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1462 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1463
1464 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1465 {
1466 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1467 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1468 clearParams.colorMaskGreen,
1469 clearParams.colorMaskBlue,
1470 clearParams.colorMaskAlpha));
1471 }
1472 else
1473 {
1474 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1475 }
1476
1477 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1478 {
1479 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1480 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1481 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1482 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1483 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1484 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1485 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1486 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1487 }
1488 else
1489 {
1490 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1491 }
1492
1493 mDevice->SetPixelShader(NULL);
1494 mDevice->SetVertexShader(NULL);
1495 mDevice->SetFVF(D3DFVF_XYZRHW);
1496 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1497 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1498 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1499 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1500 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1501 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1502 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1503
1504 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1505 {
1506 mDevice->SetStreamSourceFreq(i, 1);
1507 }
1508
1509 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1510 quad[0][0] = -0.5f;
1511 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1512 quad[0][2] = 0.0f;
1513 quad[0][3] = 1.0f;
1514
1515 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1516 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1517 quad[1][2] = 0.0f;
1518 quad[1][3] = 1.0f;
1519
1520 quad[2][0] = -0.5f;
1521 quad[2][1] = -0.5f;
1522 quad[2][2] = 0.0f;
1523 quad[2][3] = 1.0f;
1524
1525 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1526 quad[3][1] = -0.5f;
1527 quad[3][2] = 0.0f;
1528 quad[3][3] = 1.0f;
1529
1530 startScene();
1531 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1532
1533 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1534 {
1535 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1536 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1537 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1538 }
1539
1540 if (mMaskedClearSavedState != NULL)
1541 {
1542 mMaskedClearSavedState->Apply();
1543 }
1544 }
1545 else if (clearParams.mask)
1546 {
1547 DWORD dxClearFlags = 0;
1548 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1549 {
1550 dxClearFlags |= D3DCLEAR_TARGET;
1551 }
1552 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1553 {
1554 dxClearFlags |= D3DCLEAR_ZBUFFER;
1555 }
1556 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1557 {
1558 dxClearFlags |= D3DCLEAR_STENCIL;
1559 }
1560
1561 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1562 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001563}
1564
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001565void Renderer9::markAllStateDirty()
1566{
daniel@transgaming.com220e79a2012-11-28 19:42:11 +00001567 mAppliedRenderTargetSerial = 0;
1568 mAppliedDepthbufferSerial = 0;
1569 mAppliedStencilbufferSerial = 0;
1570 mDepthStencilInitialized = false;
1571 mRenderTargetDescInitialized = false;
1572
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001573 mForceSetDepthStencilState = true;
1574 mForceSetRasterState = true;
1575 mForceSetBlendState = true;
1576 mForceSetScissor = true;
1577 mForceSetViewport = true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001578
1579 mVertexDeclarationCache.markStateDirty();
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001580}
1581
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001582void Renderer9::releaseDeviceResources()
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001583{
1584 while (!mEventQueryPool.empty())
1585 {
1586 mEventQueryPool.back()->Release();
1587 mEventQueryPool.pop_back();
1588 }
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001589
daniel@transgaming.com0393e5b2012-11-28 20:55:33 +00001590 if (mMaskedClearSavedState)
1591 {
1592 mMaskedClearSavedState->Release();
1593 mMaskedClearSavedState = NULL;
1594 }
1595
daniel@transgaming.come4733d72012-10-31 18:07:01 +00001596 mVertexShaderCache.clear();
1597 mPixelShaderCache.clear();
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001598
daniel@transgaming.come569fc52012-11-28 20:56:02 +00001599 delete mBlit;
1600 mBlit = NULL;
1601
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00001602 delete mVertexDataManager;
1603 mVertexDataManager = NULL;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001604
1605 delete mIndexDataManager;
1606 mIndexDataManager = NULL;
1607
1608 delete mLineLoopIB;
1609 mLineLoopIB = NULL;
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001610}
1611
1612
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001613void Renderer9::markDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001614{
1615 mDeviceLost = true;
1616}
1617
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001618bool Renderer9::isDeviceLost()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001619{
1620 return mDeviceLost;
1621}
1622
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001623// set notify to true to broadcast a message to all contexts of the device loss
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001624bool Renderer9::testDeviceLost(bool notify)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001625{
1626 bool isLost = false;
1627
1628 if (mDeviceEx)
1629 {
1630 isLost = FAILED(mDeviceEx->CheckDeviceState(NULL));
1631 }
1632 else if (mDevice)
1633 {
1634 isLost = FAILED(mDevice->TestCooperativeLevel());
1635 }
1636 else
1637 {
1638 // No device yet, so no reset required
1639 }
1640
1641 if (isLost)
1642 {
1643 // ensure we note the device loss --
1644 // we'll probably get this done again by markDeviceLost
1645 // but best to remember it!
1646 // Note that we don't want to clear the device loss status here
1647 // -- this needs to be done by resetDevice
1648 mDeviceLost = true;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001649 if (notify)
1650 {
1651 mDisplay->notifyDeviceLost();
1652 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001653 }
1654
1655 return isLost;
1656}
1657
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001658bool Renderer9::testDeviceResettable()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001659{
1660 HRESULT status = D3D_OK;
1661
1662 if (mDeviceEx)
1663 {
1664 status = mDeviceEx->CheckDeviceState(NULL);
1665 }
1666 else if (mDevice)
1667 {
1668 status = mDevice->TestCooperativeLevel();
1669 }
1670
1671 switch (status)
1672 {
1673 case D3DERR_DEVICENOTRESET:
1674 case D3DERR_DEVICEHUNG:
1675 return true;
1676 default:
1677 return false;
1678 }
1679}
1680
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001681bool Renderer9::resetDevice()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001682{
daniel@transgaming.comef21ab22012-10-31 17:52:47 +00001683 releaseDeviceResources();
1684
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001685 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
1686
1687 HRESULT result = D3D_OK;
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001688 bool lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001689 int attempts = 3;
1690
1691 while (lost && attempts > 0)
1692 {
1693 if (mDeviceEx)
1694 {
1695 Sleep(500); // Give the graphics driver some CPU time
1696 result = mDeviceEx->ResetEx(&presentParameters, NULL);
1697 }
1698 else
1699 {
1700 result = mDevice->TestCooperativeLevel();
1701 while (result == D3DERR_DEVICELOST)
1702 {
1703 Sleep(100); // Give the graphics driver some CPU time
1704 result = mDevice->TestCooperativeLevel();
1705 }
1706
1707 if (result == D3DERR_DEVICENOTRESET)
1708 {
1709 result = mDevice->Reset(&presentParameters);
1710 }
1711 }
1712
daniel@transgaming.comf688c0d2012-10-31 17:52:57 +00001713 lost = testDeviceLost(false);
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001714 attempts --;
1715 }
1716
1717 if (FAILED(result))
1718 {
1719 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
1720 return false;
1721 }
1722
1723 // reset device defaults
1724 initializeDevice();
1725 mDeviceLost = false;
1726
1727 return true;
1728}
1729
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001730DWORD Renderer9::getAdapterVendor() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001731{
1732 return mAdapterIdentifier.VendorId;
1733}
1734
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001735const char *Renderer9::getAdapterDescription() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001736{
1737 return mAdapterIdentifier.Description;
1738}
1739
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001740GUID Renderer9::getAdapterIdentifier() const
daniel@transgaming.com4ca789e2012-10-31 18:46:40 +00001741{
1742 return mAdapterIdentifier.DeviceIdentifier;
1743}
1744
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001745void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001746{
1747 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
1748 {
1749 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
1750 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
1751
1752 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
1753 }
1754}
1755
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001756bool Renderer9::getDXT1TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001757{
1758 D3DDISPLAYMODE currentDisplayMode;
1759 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1760
1761 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
1762}
1763
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001764bool Renderer9::getDXT3TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001765{
1766 D3DDISPLAYMODE currentDisplayMode;
1767 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1768
1769 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
1770}
1771
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001772bool Renderer9::getDXT5TextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001773{
1774 D3DDISPLAYMODE currentDisplayMode;
1775 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1776
1777 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
1778}
1779
1780// we use INTZ for depth textures in Direct3D9
1781// we also want NULL texture support to ensure the we can make depth-only FBOs
1782// see http://aras-p.info/texts/D3D9GPUHacks.html
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001783bool Renderer9::getDepthTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001784{
1785 D3DDISPLAYMODE currentDisplayMode;
1786 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1787
1788 bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1789 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ));
1790 bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
1791 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
1792
1793 return intz && null;
1794}
1795
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001796bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001797{
1798 D3DDISPLAYMODE currentDisplayMode;
1799 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1800
1801 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1802 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1803 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1804 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1805
1806 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1807 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F))&&
1808 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1809 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1810
1811 if (!*filtering && !*renderable)
1812 {
1813 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1814 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
1815 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1816 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
1817 }
1818 else
1819 {
1820 return true;
1821 }
1822}
1823
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001824bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001825{
1826 D3DDISPLAYMODE currentDisplayMode;
1827 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1828
1829 *filtering = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1830 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1831 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
1832 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1833
1834 *renderable = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1835 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1836 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
1837 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1838
1839 if (!*filtering && !*renderable)
1840 {
1841 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1842 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
1843 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
1844 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
1845 }
1846 else
1847 {
1848 return true;
1849 }
1850}
1851
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001852bool Renderer9::getLuminanceTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001853{
1854 D3DDISPLAYMODE currentDisplayMode;
1855 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1856
1857 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
1858}
1859
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001860bool Renderer9::getLuminanceAlphaTextureSupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001861{
1862 D3DDISPLAYMODE currentDisplayMode;
1863 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1864
1865 return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
1866}
1867
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001868bool Renderer9::getTextureFilterAnisotropySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001869{
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001870 return mSupportsTextureFilterAnisotropy;
1871}
1872
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001873float Renderer9::getTextureMaxAnisotropy() const
daniel@transgaming.comba0570e2012-10-31 18:07:39 +00001874{
1875 if (mSupportsTextureFilterAnisotropy)
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001876 {
1877 return mDeviceCaps.MaxAnisotropy;
1878 }
1879 return 1.0f;
1880}
1881
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001882bool Renderer9::getEventQuerySupport()
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001883{
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001884 IDirect3DQuery9 *query = allocateEventQuery();
1885 if (query)
1886 {
1887 freeEventQuery(query);
1888 return true;
1889 }
1890 else
1891 {
1892 return false;
1893 }
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001894 return true;
1895}
1896
1897// Only Direct3D 10 ready devices support all the necessary vertex texture formats.
1898// We test this using D3D9 by checking support for the R16F format.
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001899bool Renderer9::getVertexTextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001900{
1901 if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0))
1902 {
1903 return false;
1904 }
1905
1906 D3DDISPLAYMODE currentDisplayMode;
1907 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
1908
1909 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F);
1910
1911 return SUCCEEDED(result);
1912}
1913
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001914bool Renderer9::getNonPower2TextureSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001915{
1916 return mSupportsNonPower2Textures;
1917}
1918
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001919bool Renderer9::getOcclusionQuerySupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001920{
1921 if (!mDevice)
1922 {
1923 return false;
1924 }
1925
1926 IDirect3DQuery9 *query = NULL;
1927 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query);
1928 if (SUCCEEDED(result) && query)
1929 {
1930 query->Release();
1931 return true;
1932 }
1933 else
1934 {
1935 return false;
1936 }
1937}
1938
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001939bool Renderer9::getInstancingSupport() const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001940{
1941 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
1942}
1943
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001944bool Renderer9::getShareHandleSupport() const
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001945{
1946 // PIX doesn't seem to support using share handles, so disable them.
1947 // D3D9_REPLACE
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +00001948 return (mD3d9Ex != NULL) && !gl::perfActive();
daniel@transgaming.com313e3922012-10-31 17:52:39 +00001949}
daniel@transgaming.com621ce052012-10-31 17:52:29 +00001950
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001951int Renderer9::getMajorShaderModel() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001952{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001953 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001954}
1955
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001956float Renderer9::getMaxPointSize() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001957{
1958 return mDeviceCaps.MaxPointSize;
1959}
1960
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001961int Renderer9::getMaxTextureWidth() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001962{
1963 return (int)mDeviceCaps.MaxTextureWidth;
1964}
1965
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001966int Renderer9::getMaxTextureHeight() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001967{
1968 return (int)mDeviceCaps.MaxTextureHeight;
1969}
1970
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001971bool Renderer9::get32BitIndexSupport() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001972{
1973 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
1974}
1975
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001976DWORD Renderer9::getCapsDeclTypes() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001977{
1978 return mDeviceCaps.DeclTypes;
1979}
1980
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001981int Renderer9::getMinSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001982{
1983 return mMinSwapInterval;
1984}
1985
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001986int Renderer9::getMaxSwapInterval() const
daniel@transgaming.com5f4c1362012-10-31 18:29:00 +00001987{
1988 return mMaxSwapInterval;
1989}
1990
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001991int Renderer9::getMaxSupportedSamples() const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001992{
1993 return mMaxSupportedSamples;
1994}
1995
daniel@transgaming.com2507f412012-10-31 18:46:48 +00001996int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
daniel@transgaming.comb7833982012-10-31 18:31:46 +00001997{
1998 if (requested == 0)
1999 {
2000 return requested;
2001 }
2002
2003 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2004 if (itr == mMultiSampleSupport.end())
2005 {
daniel@transgaming.com92955622012-10-31 18:38:41 +00002006 if (format == D3DFMT_UNKNOWN)
2007 return 0;
daniel@transgaming.comb7833982012-10-31 18:31:46 +00002008 return -1;
2009 }
2010
2011 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2012 {
2013 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2014 {
2015 return i;
2016 }
2017 }
2018
2019 return -1;
2020}
2021
daniel@transgaming.coma9571682012-11-28 19:33:08 +00002022D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2023{
2024 switch (internalformat)
2025 {
2026 case GL_DEPTH_COMPONENT16:
2027 case GL_DEPTH_COMPONENT32_OES:
2028 case GL_DEPTH24_STENCIL8_OES:
2029 return D3DFMT_INTZ;
2030 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2031 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2032 return D3DFMT_DXT1;
2033 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2034 return D3DFMT_DXT3;
2035 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2036 return D3DFMT_DXT5;
2037 case GL_RGBA32F_EXT:
2038 case GL_RGB32F_EXT:
2039 case GL_ALPHA32F_EXT:
2040 case GL_LUMINANCE32F_EXT:
2041 case GL_LUMINANCE_ALPHA32F_EXT:
2042 return D3DFMT_A32B32G32R32F;
2043 case GL_RGBA16F_EXT:
2044 case GL_RGB16F_EXT:
2045 case GL_ALPHA16F_EXT:
2046 case GL_LUMINANCE16F_EXT:
2047 case GL_LUMINANCE_ALPHA16F_EXT:
2048 return D3DFMT_A16B16G16R16F;
2049 case GL_LUMINANCE8_EXT:
2050 if (getLuminanceTextureSupport())
2051 {
2052 return D3DFMT_L8;
2053 }
2054 break;
2055 case GL_LUMINANCE8_ALPHA8_EXT:
2056 if (getLuminanceAlphaTextureSupport())
2057 {
2058 return D3DFMT_A8L8;
2059 }
2060 break;
2061 case GL_RGB8_OES:
2062 case GL_RGB565:
2063 return D3DFMT_X8R8G8B8;
2064 }
2065
2066 return D3DFMT_A8R8G8B8;
2067}
2068
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002069bool Renderer9::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002070{
2071 bool result = false;
2072
2073 if (source && dest)
2074 {
2075 int levels = source->levelCount();
2076 for (int i = 0; i < levels; ++i)
2077 {
2078 IDirect3DSurface9 *srcSurf = source->getSurfaceLevel(i, false);
2079 IDirect3DSurface9 *dstSurf = dest->getSurfaceLevel(i, false);
2080
2081 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
2082
2083 if (srcSurf) srcSurf->Release();
2084 if (dstSurf) dstSurf->Release();
2085
2086 if (!result)
2087 return false;
2088 }
2089 }
2090
2091 return result;
2092}
2093
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002094bool Renderer9::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002095{
2096 bool result = false;
2097
2098 if (source && dest)
2099 {
2100 int levels = source->levelCount();
2101 for (int f = 0; f < 6; f++)
2102 {
2103 for (int i = 0; i < levels; i++)
2104 {
2105 IDirect3DSurface9 *srcSurf = source->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2106 IDirect3DSurface9 *dstSurf = dest->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
2107
2108 result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged());
2109
2110 if (srcSurf) srcSurf->Release();
2111 if (dstSurf) dstSurf->Release();
2112
2113 if (!result)
2114 return false;
2115 }
2116 }
2117 }
2118
2119 return result;
2120}
2121
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002122D3DPOOL Renderer9::getBufferPool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002123{
2124 if (mD3d9Ex != NULL)
2125 {
2126 return D3DPOOL_DEFAULT;
2127 }
2128 else
2129 {
2130 if (!(usage & D3DUSAGE_DYNAMIC))
2131 {
2132 return D3DPOOL_MANAGED;
2133 }
2134 }
2135
2136 return D3DPOOL_DEFAULT;
2137}
2138
daniel@transgaming.com38380882012-11-28 19:36:39 +00002139bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
2140 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002141{
2142 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level);
2143}
2144
daniel@transgaming.com38380882012-11-28 19:36:39 +00002145bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
2146 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002147{
2148 return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level);
2149}
2150
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002151bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, gl::Rectangle *readRect, gl::Framebuffer *drawFramebuffer, gl::Rectangle *drawRect,
2152 bool blitRenderTarget, bool blitDepthStencil)
2153{
2154 endScene();
2155
2156 if (blitRenderTarget)
2157 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002158 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer();
2159 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer();
2160 RenderTarget9 *readRenderTarget = NULL;
2161 RenderTarget9 *drawRenderTarget = NULL;
2162 IDirect3DSurface9* readSurface = NULL;
2163 IDirect3DSurface9* drawSurface = NULL;
2164
2165 if (readBuffer)
2166 {
2167 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2168 }
2169 if (drawBuffer)
2170 {
2171 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2172 }
2173
2174 if (readRenderTarget)
2175 {
2176 readSurface = readRenderTarget->getSurface();
2177 }
2178 if (drawRenderTarget)
2179 {
2180 drawSurface = drawRenderTarget->getSurface();
2181 }
2182
2183 if (!readSurface || !drawSurface)
2184 {
2185 ERR("Failed to retrieve the render target.");
2186 return error(GL_OUT_OF_MEMORY, false);
2187 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002188
2189 RECT srcRect, dstRect;
2190 RECT *srcRectPtr = NULL;
2191 RECT *dstRectPtr = NULL;
2192
2193 if (readRect)
2194 {
2195 srcRect.left = readRect->x;
2196 srcRect.right = readRect->x + readRect->width;
2197 srcRect.top = readRect->y;
2198 srcRect.bottom = readRect->y + readRect->height;
2199 srcRectPtr = &srcRect;
2200 }
2201
2202 if (drawRect)
2203 {
2204 dstRect.left = drawRect->x;
2205 dstRect.right = drawRect->x + drawRect->width;
2206 dstRect.top = drawRect->y;
2207 dstRect.bottom = drawRect->y + drawRect->height;
2208 dstRectPtr = &dstRect;
2209 }
2210
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002211 HRESULT result = mDevice->StretchRect(readSurface, srcRectPtr, drawSurface, dstRectPtr, D3DTEXF_NONE);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002212
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002213 readSurface->Release();
2214 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002215
2216 if (FAILED(result))
2217 {
2218 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2219 return false;
2220 }
2221 }
2222
2223 if (blitDepthStencil)
2224 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002225 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2226 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2227 RenderTarget9 *readDepthStencil = NULL;
2228 RenderTarget9 *drawDepthStencil = NULL;
2229 IDirect3DSurface9* readSurface = NULL;
2230 IDirect3DSurface9* drawSurface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002231
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002232 if (readBuffer)
2233 {
2234 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2235 }
2236 if (drawBuffer)
2237 {
2238 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2239 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002240
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002241 if (readDepthStencil)
2242 {
2243 readSurface = readDepthStencil->getSurface();
2244 }
2245 if (drawDepthStencil)
2246 {
2247 drawSurface = drawDepthStencil->getSurface();
2248 }
2249
2250 if (!readSurface || !drawSurface)
2251 {
2252 ERR("Failed to retrieve the render target.");
2253 return error(GL_OUT_OF_MEMORY, false);
2254 }
2255
2256 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2257
2258 readSurface->Release();
2259 drawSurface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002260
2261 if (FAILED(result))
2262 {
2263 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2264 return false;
2265 }
2266 }
2267
2268 return true;
2269}
2270
2271void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2272 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2273{
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002274 RenderTarget9 *renderTarget = NULL;
2275 IDirect3DSurface9 *surface = NULL;
2276 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2277
2278 if (colorbuffer)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002279 {
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002280 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2281 }
2282
2283 if (renderTarget)
2284 {
2285 surface = renderTarget->getSurface();
2286 }
2287
2288 if (!surface)
2289 {
2290 // context must be lost
2291 return;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002292 }
2293
2294 D3DSURFACE_DESC desc;
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002295 surface->GetDesc(&desc);
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002296
2297 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2298 {
2299 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002300 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002301 return error(GL_OUT_OF_MEMORY);
2302 }
2303
2304 HRESULT result;
2305 IDirect3DSurface9 *systemSurface = NULL;
2306 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2307 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2308 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2309 if (directToPixels)
2310 {
2311 // Use the pixels ptr as a shared handle to write directly into client's memory
2312 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2313 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2314 if (FAILED(result))
2315 {
2316 // Try again without the shared handle
2317 directToPixels = false;
2318 }
2319 }
2320
2321 if (!directToPixels)
2322 {
2323 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2324 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2325 if (FAILED(result))
2326 {
2327 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002328 surface->Release();
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002329 return error(GL_OUT_OF_MEMORY);
2330 }
2331 }
2332
daniel@transgaming.comd186dc72012-11-28 19:40:16 +00002333 result = mDevice->GetRenderTargetData(surface, systemSurface);
2334 surface->Release();
2335 surface = NULL;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002336
2337 if (FAILED(result))
2338 {
2339 systemSurface->Release();
2340
2341 // It turns out that D3D will sometimes produce more error
2342 // codes than those documented.
daniel@transgaming.com414c9162012-11-28 20:54:57 +00002343 if (checkDeviceLost(result))
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002344 return error(GL_OUT_OF_MEMORY);
2345 else
2346 {
2347 UNREACHABLE();
2348 return;
2349 }
2350
2351 }
2352
2353 if (directToPixels)
2354 {
2355 systemSurface->Release();
2356 return;
2357 }
2358
2359 RECT rect;
2360 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2361 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2362 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2363 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2364
2365 D3DLOCKED_RECT lock;
2366 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2367
2368 if (FAILED(result))
2369 {
2370 UNREACHABLE();
2371 systemSurface->Release();
2372
2373 return; // No sensible error to generate
2374 }
2375
2376 unsigned char *dest = (unsigned char*)pixels;
2377 unsigned short *dest16 = (unsigned short*)pixels;
2378
2379 unsigned char *source;
2380 int inputPitch;
2381 if (packReverseRowOrder)
2382 {
2383 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2384 inputPitch = -lock.Pitch;
2385 }
2386 else
2387 {
2388 source = (unsigned char*)lock.pBits;
2389 inputPitch = lock.Pitch;
2390 }
2391
2392 unsigned int fastPixelSize = 0;
2393
2394 if (desc.Format == D3DFMT_A8R8G8B8 &&
2395 format == GL_BGRA_EXT &&
2396 type == GL_UNSIGNED_BYTE)
2397 {
2398 fastPixelSize = 4;
2399 }
2400 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2401 format == GL_BGRA_EXT &&
2402 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2403 (desc.Format == D3DFMT_A1R5G5B5 &&
2404 format == GL_BGRA_EXT &&
2405 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2406 {
2407 fastPixelSize = 2;
2408 }
2409 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2410 format == GL_RGBA &&
2411 type == GL_HALF_FLOAT_OES)
2412 {
2413 fastPixelSize = 8;
2414 }
2415 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2416 format == GL_RGBA &&
2417 type == GL_FLOAT)
2418 {
2419 fastPixelSize = 16;
2420 }
2421
2422 for (int j = 0; j < rect.bottom - rect.top; j++)
2423 {
2424 if (fastPixelSize != 0)
2425 {
2426 // Fast path for formats which require no translation:
2427 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2428 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2429 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2430 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2431 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2432 //
2433 // Note that buffers with no alpha go through the slow path below.
2434 memcpy(dest + j * outputPitch,
2435 source + j * inputPitch,
2436 (rect.right - rect.left) * fastPixelSize);
2437 continue;
2438 }
2439
2440 for (int i = 0; i < rect.right - rect.left; i++)
2441 {
2442 float r;
2443 float g;
2444 float b;
2445 float a;
2446
2447 switch (desc.Format)
2448 {
2449 case D3DFMT_R5G6B5:
2450 {
2451 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2452
2453 a = 1.0f;
2454 b = (rgb & 0x001F) * (1.0f / 0x001F);
2455 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2456 r = (rgb & 0xF800) * (1.0f / 0xF800);
2457 }
2458 break;
2459 case D3DFMT_A1R5G5B5:
2460 {
2461 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2462
2463 a = (argb & 0x8000) ? 1.0f : 0.0f;
2464 b = (argb & 0x001F) * (1.0f / 0x001F);
2465 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2466 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2467 }
2468 break;
2469 case D3DFMT_A8R8G8B8:
2470 {
2471 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2472
2473 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2474 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2475 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2476 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2477 }
2478 break;
2479 case D3DFMT_X8R8G8B8:
2480 {
2481 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2482
2483 a = 1.0f;
2484 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2485 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2486 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2487 }
2488 break;
2489 case D3DFMT_A2R10G10B10:
2490 {
2491 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2492
2493 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2494 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2495 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2496 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2497 }
2498 break;
2499 case D3DFMT_A32B32G32R32F:
2500 {
2501 // float formats in D3D are stored rgba, rather than the other way round
2502 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2503 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2504 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2505 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2506 }
2507 break;
2508 case D3DFMT_A16B16G16R16F:
2509 {
2510 // float formats in D3D are stored rgba, rather than the other way round
2511 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2512 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2513 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2514 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2515 }
2516 break;
2517 default:
2518 UNIMPLEMENTED(); // FIXME
2519 UNREACHABLE();
2520 return;
2521 }
2522
2523 switch (format)
2524 {
2525 case GL_RGBA:
2526 switch (type)
2527 {
2528 case GL_UNSIGNED_BYTE:
2529 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2530 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2531 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2532 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2533 break;
2534 default: UNREACHABLE();
2535 }
2536 break;
2537 case GL_BGRA_EXT:
2538 switch (type)
2539 {
2540 case GL_UNSIGNED_BYTE:
2541 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2542 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2543 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2544 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2545 break;
2546 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2547 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2548 // this type is packed as follows:
2549 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2550 // --------------------------------------------------------------------------------
2551 // | 4th | 3rd | 2nd | 1st component |
2552 // --------------------------------------------------------------------------------
2553 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2554 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2555 ((unsigned short)(15 * a + 0.5f) << 12)|
2556 ((unsigned short)(15 * r + 0.5f) << 8) |
2557 ((unsigned short)(15 * g + 0.5f) << 4) |
2558 ((unsigned short)(15 * b + 0.5f) << 0);
2559 break;
2560 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2561 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2562 // this type is packed as follows:
2563 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2564 // --------------------------------------------------------------------------------
2565 // | 4th | 3rd | 2nd | 1st component |
2566 // --------------------------------------------------------------------------------
2567 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2568 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2569 ((unsigned short)( a + 0.5f) << 15) |
2570 ((unsigned short)(31 * r + 0.5f) << 10) |
2571 ((unsigned short)(31 * g + 0.5f) << 5) |
2572 ((unsigned short)(31 * b + 0.5f) << 0);
2573 break;
2574 default: UNREACHABLE();
2575 }
2576 break;
2577 case GL_RGB:
2578 switch (type)
2579 {
2580 case GL_UNSIGNED_SHORT_5_6_5:
2581 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2582 ((unsigned short)(31 * b + 0.5f) << 0) |
2583 ((unsigned short)(63 * g + 0.5f) << 5) |
2584 ((unsigned short)(31 * r + 0.5f) << 11);
2585 break;
2586 case GL_UNSIGNED_BYTE:
2587 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2588 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2589 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2590 break;
2591 default: UNREACHABLE();
2592 }
2593 break;
2594 default: UNREACHABLE();
2595 }
2596 }
2597 }
2598
2599 systemSurface->UnlockRect();
2600
2601 systemSurface->Release();
2602}
2603
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002604RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
2605{
2606 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
2607 IDirect3DSurface9 *surface = NULL;
2608 if (depth)
2609 {
2610 surface = swapChain9->getDepthStencil();
2611 }
2612 else
2613 {
2614 surface = swapChain9->getRenderTarget();
2615 }
2616
2617 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
2618
2619 return renderTarget;
2620}
2621
2622RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2623{
2624 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
2625 return renderTarget;
2626}
2627
daniel@transgaming.com55318902012-11-28 20:58:58 +00002628ShaderExecutable *Renderer9::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
2629{
2630 ShaderExecutable9 *executable = NULL;
2631 gl::D3DConstantTable *table = reinterpret_cast<gl::D3DConstantTable *>(data);
2632
2633 switch (type)
2634 {
2635 case GL_VERTEX_SHADER:
2636 {
2637 IDirect3DVertexShader9 *vshader = createVertexShader(function, length);
2638 if (vshader)
2639 {
2640 executable = new ShaderExecutable9(vshader, table);
2641 }
2642 }
2643 break;
2644 case GL_FRAGMENT_SHADER:
2645 {
2646 IDirect3DPixelShader9 *pshader = createPixelShader(function, length);
2647 if (pshader)
2648 {
2649 executable = new ShaderExecutable9(pshader, table);
2650 }
2651 }
2652 break;
2653 default:
2654 UNREACHABLE();
2655 break;
2656 }
2657
2658 return executable;
2659}
2660
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002661ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2662{
2663 const char *profile = NULL;
2664
2665 switch (type)
2666 {
2667 case GL_VERTEX_SHADER:
2668 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
2669 break;
2670 case GL_FRAGMENT_SHADER:
2671 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
2672 break;
2673 default:
2674 UNREACHABLE();
2675 return NULL;
2676 }
2677
2678 gl::D3DConstantTable *constantTable = NULL;
2679 ID3D10Blob *binary = compileToBinary(infoLog, shaderHLSL, profile, &constantTable);
2680 if (!binary)
2681 return NULL;
2682
daniel@transgaming.com55318902012-11-28 20:58:58 +00002683 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, constantTable);
daniel@transgaming.com536dd6e2012-11-28 21:00:18 +00002684 binary->Release();
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002685
2686 return executable;
2687}
2688
2689// Compiles the HLSL code of the attached shaders into executable binaries
2690ID3D10Blob *Renderer9::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, gl::D3DConstantTable **constantTable)
2691{
2692 if (!hlsl)
2693 {
2694 return NULL;
2695 }
2696
2697 HRESULT result = S_OK;
2698 UINT flags = 0;
2699 std::string sourceText;
2700 if (gl::perfActive())
2701 {
2702 flags |= D3DCOMPILE_DEBUG;
2703#ifdef NDEBUG
2704 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2705#else
2706 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
2707#endif
2708
2709 std::string sourcePath = getTempPath();
2710 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
2711 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
2712 }
2713 else
2714 {
2715 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
2716 sourceText = hlsl;
2717 }
2718
2719 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
2720 // Try the default flags first and if compilation fails, try some alternatives.
2721 const static UINT extraFlags[] =
2722 {
2723 0,
2724 D3DCOMPILE_AVOID_FLOW_CONTROL,
2725 D3DCOMPILE_PREFER_FLOW_CONTROL
2726 };
2727
2728 const static char * const extraFlagNames[] =
2729 {
2730 "default",
2731 "avoid flow control",
2732 "prefer flow control"
2733 };
2734
2735 for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
2736 {
2737 ID3D10Blob *errorMessage = NULL;
2738 ID3D10Blob *binary = NULL;
daniel@transgaming.comf0516cf2012-11-28 20:59:18 +00002739 result = mD3DCompileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
2740 "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002741 if (errorMessage)
2742 {
2743 const char *message = (const char*)errorMessage->GetBufferPointer();
2744
2745 infoLog.appendSanitized(message);
2746 TRACE("\n%s", hlsl);
2747 TRACE("\n%s", message);
2748
2749 errorMessage->Release();
2750 errorMessage = NULL;
2751 }
2752
2753 if (SUCCEEDED(result))
2754 {
2755 gl::D3DConstantTable *table = new gl::D3DConstantTable(binary->GetBufferPointer(), binary->GetBufferSize());
2756 if (table->error())
2757 {
2758 delete table;
2759 binary->Release();
2760 return NULL;
2761 }
2762
2763 *constantTable = table;
2764 return binary;
2765 }
2766 else
2767 {
2768 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
2769 {
2770 return error(GL_OUT_OF_MEMORY, (ID3D10Blob*) NULL);
2771 }
2772
2773 infoLog.append("Warning: D3D shader compilation failed with ");
2774 infoLog.append(extraFlagNames[i]);
2775 infoLog.append(" flags.");
2776 if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
2777 {
2778 infoLog.append(" Retrying with ");
2779 infoLog.append(extraFlagNames[i + 1]);
2780 infoLog.append(".\n");
2781 }
2782 }
2783 }
2784
2785 return NULL;
2786}
2787
daniel@transgaming.comde8a7ff2012-11-28 19:34:13 +00002788bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
2789{
2790 return mBlit->boxFilter(source, dest);
2791}
2792
daniel@transgaming.com2507f412012-10-31 18:46:48 +00002793D3DPOOL Renderer9::getTexturePool(DWORD usage) const
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002794{
2795 if (mD3d9Ex != NULL)
2796 {
2797 return D3DPOOL_DEFAULT;
2798 }
2799 else
2800 {
2801 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
2802 {
2803 return D3DPOOL_MANAGED;
2804 }
2805 }
2806
2807 return D3DPOOL_DEFAULT;
2808}
2809
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002810bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
2811{
2812 if (source && dest)
2813 {
2814 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
2815 IDirect3DDevice9 *device = getDevice(); // D3D9_REPLACE
2816
2817 if (fromManaged)
2818 {
2819 D3DSURFACE_DESC desc;
2820 source->GetDesc(&desc);
2821
2822 IDirect3DSurface9 *surf = 0;
2823 result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
2824
2825 if (SUCCEEDED(result))
2826 {
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00002827 Image::CopyLockableSurfaces(surf, source);
daniel@transgaming.com1d80eee2012-11-28 19:33:31 +00002828 result = device->UpdateSurface(surf, NULL, dest, NULL);
2829 surf->Release();
2830 }
2831 }
2832 else
2833 {
2834 endScene();
2835 result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
2836 }
2837
2838 if (FAILED(result))
2839 {
2840 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2841 return false;
2842 }
2843 }
2844
2845 return true;
daniel@transgaming.com67094ee2012-11-28 20:53:04 +00002846}
2847
daniel@transgaming.com621ce052012-10-31 17:52:29 +00002848}