gfx/angle/src/libGLESv2/renderer/Renderer9.cpp

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 #include "precompiled.h"
michael@0 2 //
michael@0 3 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
michael@0 4 // Use of this source code is governed by a BSD-style license that can be
michael@0 5 // found in the LICENSE file.
michael@0 6 //
michael@0 7
michael@0 8 // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
michael@0 9
michael@0 10 #include "libGLESv2/main.h"
michael@0 11 #include "libGLESv2/Buffer.h"
michael@0 12 #include "libGLESv2/Texture.h"
michael@0 13 #include "libGLESv2/Framebuffer.h"
michael@0 14 #include "libGLESv2/Renderbuffer.h"
michael@0 15 #include "libGLESv2/ProgramBinary.h"
michael@0 16 #include "libGLESv2/renderer/IndexDataManager.h"
michael@0 17 #include "libGLESv2/renderer/Renderer9.h"
michael@0 18 #include "libGLESv2/renderer/renderer9_utils.h"
michael@0 19 #include "libGLESv2/renderer/ShaderExecutable9.h"
michael@0 20 #include "libGLESv2/renderer/SwapChain9.h"
michael@0 21 #include "libGLESv2/renderer/TextureStorage9.h"
michael@0 22 #include "libGLESv2/renderer/Image9.h"
michael@0 23 #include "libGLESv2/renderer/Blit.h"
michael@0 24 #include "libGLESv2/renderer/RenderTarget9.h"
michael@0 25 #include "libGLESv2/renderer/VertexBuffer9.h"
michael@0 26 #include "libGLESv2/renderer/IndexBuffer9.h"
michael@0 27 #include "libGLESv2/renderer/BufferStorage9.h"
michael@0 28 #include "libGLESv2/renderer/Query9.h"
michael@0 29 #include "libGLESv2/renderer/Fence9.h"
michael@0 30
michael@0 31 #include "libEGL/Display.h"
michael@0 32
michael@0 33 // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
michael@0 34 #define REF_RAST 0
michael@0 35
michael@0 36 // The "Debug This Pixel..." feature in PIX often fails when using the
michael@0 37 // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
michael@0 38 // machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
michael@0 39 #if !defined(ANGLE_ENABLE_D3D9EX)
michael@0 40 // Enables use of the IDirect3D9Ex interface, when available
michael@0 41 #define ANGLE_ENABLE_D3D9EX 1
michael@0 42 #endif // !defined(ANGLE_ENABLE_D3D9EX)
michael@0 43
michael@0 44 namespace rx
michael@0 45 {
michael@0 46 static const D3DFORMAT RenderTargetFormats[] =
michael@0 47 {
michael@0 48 D3DFMT_A1R5G5B5,
michael@0 49 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
michael@0 50 D3DFMT_A8R8G8B8,
michael@0 51 D3DFMT_R5G6B5,
michael@0 52 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
michael@0 53 D3DFMT_X8R8G8B8
michael@0 54 };
michael@0 55
michael@0 56 static const D3DFORMAT DepthStencilFormats[] =
michael@0 57 {
michael@0 58 D3DFMT_UNKNOWN,
michael@0 59 // D3DFMT_D16_LOCKABLE,
michael@0 60 D3DFMT_D32,
michael@0 61 // D3DFMT_D15S1,
michael@0 62 D3DFMT_D24S8,
michael@0 63 D3DFMT_D24X8,
michael@0 64 // D3DFMT_D24X4S4,
michael@0 65 D3DFMT_D16,
michael@0 66 // D3DFMT_D32F_LOCKABLE,
michael@0 67 // D3DFMT_D24FS8
michael@0 68 };
michael@0 69
michael@0 70 enum
michael@0 71 {
michael@0 72 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
michael@0 73 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
michael@0 74 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
michael@0 75 MAX_VARYING_VECTORS_SM2 = 8,
michael@0 76 MAX_VARYING_VECTORS_SM3 = 10,
michael@0 77
michael@0 78 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
michael@0 79 };
michael@0 80
michael@0 81 Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
michael@0 82 {
michael@0 83 mD3d9Module = NULL;
michael@0 84
michael@0 85 mD3d9 = NULL;
michael@0 86 mD3d9Ex = NULL;
michael@0 87 mDevice = NULL;
michael@0 88 mDeviceEx = NULL;
michael@0 89 mDeviceWindow = NULL;
michael@0 90 mBlit = NULL;
michael@0 91
michael@0 92 mAdapter = D3DADAPTER_DEFAULT;
michael@0 93
michael@0 94 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
michael@0 95 mDeviceType = D3DDEVTYPE_REF;
michael@0 96 #else
michael@0 97 mDeviceType = D3DDEVTYPE_HAL;
michael@0 98 #endif
michael@0 99
michael@0 100 mDeviceLost = false;
michael@0 101
michael@0 102 mMaxSupportedSamples = 0;
michael@0 103
michael@0 104 mMaskedClearSavedState = NULL;
michael@0 105
michael@0 106 mVertexDataManager = NULL;
michael@0 107 mIndexDataManager = NULL;
michael@0 108 mLineLoopIB = NULL;
michael@0 109
michael@0 110 mMaxNullColorbufferLRU = 0;
michael@0 111 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
michael@0 112 {
michael@0 113 mNullColorbufferCache[i].lruCount = 0;
michael@0 114 mNullColorbufferCache[i].width = 0;
michael@0 115 mNullColorbufferCache[i].height = 0;
michael@0 116 mNullColorbufferCache[i].buffer = NULL;
michael@0 117 }
michael@0 118 }
michael@0 119
michael@0 120 Renderer9::~Renderer9()
michael@0 121 {
michael@0 122 releaseDeviceResources();
michael@0 123
michael@0 124 if (mDevice)
michael@0 125 {
michael@0 126 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
michael@0 127 if (testDeviceLost(false))
michael@0 128 {
michael@0 129 resetDevice();
michael@0 130 }
michael@0 131
michael@0 132 mDevice->Release();
michael@0 133 mDevice = NULL;
michael@0 134 }
michael@0 135
michael@0 136 if (mDeviceEx)
michael@0 137 {
michael@0 138 mDeviceEx->Release();
michael@0 139 mDeviceEx = NULL;
michael@0 140 }
michael@0 141
michael@0 142 if (mD3d9)
michael@0 143 {
michael@0 144 mD3d9->Release();
michael@0 145 mD3d9 = NULL;
michael@0 146 }
michael@0 147
michael@0 148 if (mDeviceWindow)
michael@0 149 {
michael@0 150 DestroyWindow(mDeviceWindow);
michael@0 151 mDeviceWindow = NULL;
michael@0 152 }
michael@0 153
michael@0 154 if (mD3d9Ex)
michael@0 155 {
michael@0 156 mD3d9Ex->Release();
michael@0 157 mD3d9Ex = NULL;
michael@0 158 }
michael@0 159
michael@0 160 if (mD3d9Module)
michael@0 161 {
michael@0 162 mD3d9Module = NULL;
michael@0 163 }
michael@0 164
michael@0 165 while (!mMultiSampleSupport.empty())
michael@0 166 {
michael@0 167 delete [] mMultiSampleSupport.begin()->second;
michael@0 168 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
michael@0 169 }
michael@0 170 }
michael@0 171
michael@0 172 Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
michael@0 173 {
michael@0 174 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
michael@0 175 return static_cast<rx::Renderer9*>(renderer);
michael@0 176 }
michael@0 177
michael@0 178 EGLint Renderer9::initialize()
michael@0 179 {
michael@0 180 if (!initializeCompiler())
michael@0 181 {
michael@0 182 return EGL_NOT_INITIALIZED;
michael@0 183 }
michael@0 184
michael@0 185 if (mSoftwareDevice)
michael@0 186 {
michael@0 187 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
michael@0 188 }
michael@0 189 else
michael@0 190 {
michael@0 191 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
michael@0 192 }
michael@0 193
michael@0 194 if (mD3d9Module == NULL)
michael@0 195 {
michael@0 196 ERR("No D3D9 module found - aborting!\n");
michael@0 197 return EGL_NOT_INITIALIZED;
michael@0 198 }
michael@0 199
michael@0 200 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
michael@0 201 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
michael@0 202
michael@0 203 // Use Direct3D9Ex if available. Among other things, this version is less
michael@0 204 // inclined to report a lost context, for example when the user switches
michael@0 205 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
michael@0 206 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
michael@0 207 {
michael@0 208 ASSERT(mD3d9Ex);
michael@0 209 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
michael@0 210 ASSERT(mD3d9);
michael@0 211 }
michael@0 212 else
michael@0 213 {
michael@0 214 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
michael@0 215 }
michael@0 216
michael@0 217 if (!mD3d9)
michael@0 218 {
michael@0 219 ERR("Could not create D3D9 device - aborting!\n");
michael@0 220 return EGL_NOT_INITIALIZED;
michael@0 221 }
michael@0 222
michael@0 223 if (mDc != NULL)
michael@0 224 {
michael@0 225 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
michael@0 226 }
michael@0 227
michael@0 228 HRESULT result;
michael@0 229
michael@0 230 // Give up on getting device caps after about one second.
michael@0 231 for (int i = 0; i < 10; ++i)
michael@0 232 {
michael@0 233 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
michael@0 234 if (SUCCEEDED(result))
michael@0 235 {
michael@0 236 break;
michael@0 237 }
michael@0 238 else if (result == D3DERR_NOTAVAILABLE)
michael@0 239 {
michael@0 240 Sleep(100); // Give the driver some time to initialize/recover
michael@0 241 }
michael@0 242 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
michael@0 243 {
michael@0 244 ERR("failed to get device caps (0x%x)\n", result);
michael@0 245 return EGL_NOT_INITIALIZED;
michael@0 246 }
michael@0 247 }
michael@0 248
michael@0 249 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
michael@0 250 {
michael@0 251 ERR("Renderer does not support PS 2.0. aborting!\n");
michael@0 252 return EGL_NOT_INITIALIZED;
michael@0 253 }
michael@0 254
michael@0 255 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
michael@0 256 // This is required by Texture2D::convertToRenderTarget.
michael@0 257 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
michael@0 258 {
michael@0 259 ERR("Renderer does not support stretctrect from textures!\n");
michael@0 260 return EGL_NOT_INITIALIZED;
michael@0 261 }
michael@0 262
michael@0 263 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
michael@0 264
michael@0 265 // ATI cards on XP have problems with non-power-of-two textures.
michael@0 266 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
michael@0 267 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
michael@0 268 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
michael@0 269 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
michael@0 270
michael@0 271 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
michael@0 272 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
michael@0 273
michael@0 274 mMinSwapInterval = 4;
michael@0 275 mMaxSwapInterval = 0;
michael@0 276
michael@0 277 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
michael@0 278 {
michael@0 279 mMinSwapInterval = std::min(mMinSwapInterval, 0);
michael@0 280 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
michael@0 281 }
michael@0 282 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
michael@0 283 {
michael@0 284 mMinSwapInterval = std::min(mMinSwapInterval, 1);
michael@0 285 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
michael@0 286 }
michael@0 287 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
michael@0 288 {
michael@0 289 mMinSwapInterval = std::min(mMinSwapInterval, 2);
michael@0 290 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
michael@0 291 }
michael@0 292 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
michael@0 293 {
michael@0 294 mMinSwapInterval = std::min(mMinSwapInterval, 3);
michael@0 295 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
michael@0 296 }
michael@0 297 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
michael@0 298 {
michael@0 299 mMinSwapInterval = std::min(mMinSwapInterval, 4);
michael@0 300 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
michael@0 301 }
michael@0 302
michael@0 303 int max = 0;
michael@0 304 for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
michael@0 305 {
michael@0 306 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
michael@0 307 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
michael@0 308 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
michael@0 309
michael@0 310 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
michael@0 311 {
michael@0 312 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
michael@0 313 {
michael@0 314 max = j;
michael@0 315 }
michael@0 316 }
michael@0 317 }
michael@0 318
michael@0 319 for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
michael@0 320 {
michael@0 321 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
michael@0 322 continue;
michael@0 323
michael@0 324 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
michael@0 325 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
michael@0 326 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
michael@0 327
michael@0 328 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
michael@0 329 {
michael@0 330 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
michael@0 331 {
michael@0 332 max = j;
michael@0 333 }
michael@0 334 }
michael@0 335 }
michael@0 336
michael@0 337 mMaxSupportedSamples = max;
michael@0 338
michael@0 339 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
michael@0 340 static const TCHAR className[] = TEXT("STATIC");
michael@0 341
michael@0 342 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
michael@0 343
michael@0 344 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
michael@0 345 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
michael@0 346
michael@0 347 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
michael@0 348 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
michael@0 349 {
michael@0 350 return EGL_BAD_ALLOC;
michael@0 351 }
michael@0 352
michael@0 353 if (FAILED(result))
michael@0 354 {
michael@0 355 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
michael@0 356
michael@0 357 if (FAILED(result))
michael@0 358 {
michael@0 359 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
michael@0 360 return EGL_BAD_ALLOC;
michael@0 361 }
michael@0 362 }
michael@0 363
michael@0 364 if (mD3d9Ex)
michael@0 365 {
michael@0 366 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
michael@0 367 ASSERT(SUCCEEDED(result));
michael@0 368 }
michael@0 369
michael@0 370 mVertexShaderCache.initialize(mDevice);
michael@0 371 mPixelShaderCache.initialize(mDevice);
michael@0 372
michael@0 373 // Check occlusion query support
michael@0 374 IDirect3DQuery9 *occlusionQuery = NULL;
michael@0 375 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
michael@0 376 {
michael@0 377 occlusionQuery->Release();
michael@0 378 mOcclusionQuerySupport = true;
michael@0 379 }
michael@0 380 else
michael@0 381 {
michael@0 382 mOcclusionQuerySupport = false;
michael@0 383 }
michael@0 384
michael@0 385 // Check event query support
michael@0 386 IDirect3DQuery9 *eventQuery = NULL;
michael@0 387 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
michael@0 388 {
michael@0 389 eventQuery->Release();
michael@0 390 mEventQuerySupport = true;
michael@0 391 }
michael@0 392 else
michael@0 393 {
michael@0 394 mEventQuerySupport = false;
michael@0 395 }
michael@0 396
michael@0 397 D3DDISPLAYMODE currentDisplayMode;
michael@0 398 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
michael@0 399
michael@0 400 // Check vertex texture support
michael@0 401 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
michael@0 402 // We test this using D3D9 by checking support for the R16F format.
michael@0 403 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
michael@0 404 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
michael@0 405 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
michael@0 406
michael@0 407 // Check depth texture support
michael@0 408 // we use INTZ for depth textures in Direct3D9
michael@0 409 // we also want NULL texture support to ensure the we can make depth-only FBOs
michael@0 410 // see http://aras-p.info/texts/D3D9GPUHacks.html
michael@0 411 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
michael@0 412 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
michael@0 413 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
michael@0 414 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
michael@0 415
michael@0 416 // Check 32 bit floating point texture support
michael@0 417 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
michael@0 418 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
michael@0 419 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
michael@0 420 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
michael@0 421
michael@0 422 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
michael@0 423 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
michael@0 424 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
michael@0 425 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
michael@0 426
michael@0 427 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
michael@0 428 {
michael@0 429 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
michael@0 430 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
michael@0 431 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
michael@0 432 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
michael@0 433 }
michael@0 434 else
michael@0 435 {
michael@0 436 mFloat32TextureSupport = true;
michael@0 437 }
michael@0 438
michael@0 439 // Check 16 bit floating point texture support
michael@0 440 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
michael@0 441 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
michael@0 442 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
michael@0 443 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
michael@0 444
michael@0 445 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
michael@0 446 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
michael@0 447 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
michael@0 448 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
michael@0 449
michael@0 450 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
michael@0 451 {
michael@0 452 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
michael@0 453 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
michael@0 454 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
michael@0 455 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
michael@0 456 }
michael@0 457 else
michael@0 458 {
michael@0 459 mFloat16TextureSupport = true;
michael@0 460 }
michael@0 461
michael@0 462 // Check DXT texture support
michael@0 463 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
michael@0 464 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
michael@0 465 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
michael@0 466
michael@0 467 // Check luminance[alpha] texture support
michael@0 468 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
michael@0 469 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
michael@0 470
michael@0 471 initializeDevice();
michael@0 472
michael@0 473 return EGL_SUCCESS;
michael@0 474 }
michael@0 475
michael@0 476 // do any one-time device initialization
michael@0 477 // NOTE: this is also needed after a device lost/reset
michael@0 478 // to reset the scene status and ensure the default states are reset.
michael@0 479 void Renderer9::initializeDevice()
michael@0 480 {
michael@0 481 // Permanent non-default states
michael@0 482 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
michael@0 483 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
michael@0 484
michael@0 485 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
michael@0 486 {
michael@0 487 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
michael@0 488 }
michael@0 489 else
michael@0 490 {
michael@0 491 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
michael@0 492 }
michael@0 493
michael@0 494 markAllStateDirty();
michael@0 495
michael@0 496 mSceneStarted = false;
michael@0 497
michael@0 498 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
michael@0 499 mBlit = new Blit(this);
michael@0 500 mVertexDataManager = new rx::VertexDataManager(this);
michael@0 501 mIndexDataManager = new rx::IndexDataManager(this);
michael@0 502 }
michael@0 503
michael@0 504 D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
michael@0 505 {
michael@0 506 D3DPRESENT_PARAMETERS presentParameters = {0};
michael@0 507
michael@0 508 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
michael@0 509 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
michael@0 510 presentParameters.BackBufferCount = 1;
michael@0 511 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
michael@0 512 presentParameters.BackBufferWidth = 1;
michael@0 513 presentParameters.BackBufferHeight = 1;
michael@0 514 presentParameters.EnableAutoDepthStencil = FALSE;
michael@0 515 presentParameters.Flags = 0;
michael@0 516 presentParameters.hDeviceWindow = mDeviceWindow;
michael@0 517 presentParameters.MultiSampleQuality = 0;
michael@0 518 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
michael@0 519 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
michael@0 520 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
michael@0 521 presentParameters.Windowed = TRUE;
michael@0 522
michael@0 523 return presentParameters;
michael@0 524 }
michael@0 525
michael@0 526 int Renderer9::generateConfigs(ConfigDesc **configDescList)
michael@0 527 {
michael@0 528 D3DDISPLAYMODE currentDisplayMode;
michael@0 529 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
michael@0 530
michael@0 531 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
michael@0 532 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
michael@0 533 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
michael@0 534 int numConfigs = 0;
michael@0 535
michael@0 536 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
michael@0 537 {
michael@0 538 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
michael@0 539
michael@0 540 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
michael@0 541
michael@0 542 if (SUCCEEDED(result))
michael@0 543 {
michael@0 544 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
michael@0 545 {
michael@0 546 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
michael@0 547 HRESULT result = D3D_OK;
michael@0 548
michael@0 549 if(depthStencilFormat != D3DFMT_UNKNOWN)
michael@0 550 {
michael@0 551 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
michael@0 552 }
michael@0 553
michael@0 554 if (SUCCEEDED(result))
michael@0 555 {
michael@0 556 if(depthStencilFormat != D3DFMT_UNKNOWN)
michael@0 557 {
michael@0 558 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
michael@0 559 }
michael@0 560
michael@0 561 if (SUCCEEDED(result))
michael@0 562 {
michael@0 563 ConfigDesc newConfig;
michael@0 564 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
michael@0 565 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
michael@0 566 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
michael@0 567 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
michael@0 568
michael@0 569 (*configDescList)[numConfigs++] = newConfig;
michael@0 570 }
michael@0 571 }
michael@0 572 }
michael@0 573 }
michael@0 574 }
michael@0 575
michael@0 576 return numConfigs;
michael@0 577 }
michael@0 578
michael@0 579 void Renderer9::deleteConfigs(ConfigDesc *configDescList)
michael@0 580 {
michael@0 581 delete [] (configDescList);
michael@0 582 }
michael@0 583
michael@0 584 void Renderer9::startScene()
michael@0 585 {
michael@0 586 if (!mSceneStarted)
michael@0 587 {
michael@0 588 long result = mDevice->BeginScene();
michael@0 589 if (SUCCEEDED(result)) {
michael@0 590 // This is defensive checking against the device being
michael@0 591 // lost at unexpected times.
michael@0 592 mSceneStarted = true;
michael@0 593 }
michael@0 594 }
michael@0 595 }
michael@0 596
michael@0 597 void Renderer9::endScene()
michael@0 598 {
michael@0 599 if (mSceneStarted)
michael@0 600 {
michael@0 601 // EndScene can fail if the device was lost, for example due
michael@0 602 // to a TDR during a draw call.
michael@0 603 mDevice->EndScene();
michael@0 604 mSceneStarted = false;
michael@0 605 }
michael@0 606 }
michael@0 607
michael@0 608 void Renderer9::sync(bool block)
michael@0 609 {
michael@0 610 HRESULT result;
michael@0 611
michael@0 612 IDirect3DQuery9* query = allocateEventQuery();
michael@0 613 if (!query)
michael@0 614 {
michael@0 615 return;
michael@0 616 }
michael@0 617
michael@0 618 result = query->Issue(D3DISSUE_END);
michael@0 619 ASSERT(SUCCEEDED(result));
michael@0 620
michael@0 621 do
michael@0 622 {
michael@0 623 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
michael@0 624
michael@0 625 if(block && result == S_FALSE)
michael@0 626 {
michael@0 627 // Keep polling, but allow other threads to do something useful first
michael@0 628 Sleep(0);
michael@0 629 // explicitly check for device loss
michael@0 630 // some drivers seem to return S_FALSE even if the device is lost
michael@0 631 // instead of D3DERR_DEVICELOST like they should
michael@0 632 if (testDeviceLost(false))
michael@0 633 {
michael@0 634 result = D3DERR_DEVICELOST;
michael@0 635 }
michael@0 636 }
michael@0 637 }
michael@0 638 while(block && result == S_FALSE);
michael@0 639
michael@0 640 freeEventQuery(query);
michael@0 641
michael@0 642 if (d3d9::isDeviceLostError(result))
michael@0 643 {
michael@0 644 notifyDeviceLost();
michael@0 645 }
michael@0 646 }
michael@0 647
michael@0 648 SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
michael@0 649 {
michael@0 650 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
michael@0 651 }
michael@0 652
michael@0 653 IDirect3DQuery9* Renderer9::allocateEventQuery()
michael@0 654 {
michael@0 655 IDirect3DQuery9 *query = NULL;
michael@0 656
michael@0 657 if (mEventQueryPool.empty())
michael@0 658 {
michael@0 659 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
michael@0 660 ASSERT(SUCCEEDED(result));
michael@0 661 }
michael@0 662 else
michael@0 663 {
michael@0 664 query = mEventQueryPool.back();
michael@0 665 mEventQueryPool.pop_back();
michael@0 666 }
michael@0 667
michael@0 668 return query;
michael@0 669 }
michael@0 670
michael@0 671 void Renderer9::freeEventQuery(IDirect3DQuery9* query)
michael@0 672 {
michael@0 673 if (mEventQueryPool.size() > 1000)
michael@0 674 {
michael@0 675 query->Release();
michael@0 676 }
michael@0 677 else
michael@0 678 {
michael@0 679 mEventQueryPool.push_back(query);
michael@0 680 }
michael@0 681 }
michael@0 682
michael@0 683 IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
michael@0 684 {
michael@0 685 return mVertexShaderCache.create(function, length);
michael@0 686 }
michael@0 687
michael@0 688 IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
michael@0 689 {
michael@0 690 return mPixelShaderCache.create(function, length);
michael@0 691 }
michael@0 692
michael@0 693 HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
michael@0 694 {
michael@0 695 D3DPOOL Pool = getBufferPool(Usage);
michael@0 696 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
michael@0 697 }
michael@0 698
michael@0 699 VertexBuffer *Renderer9::createVertexBuffer()
michael@0 700 {
michael@0 701 return new VertexBuffer9(this);
michael@0 702 }
michael@0 703
michael@0 704 HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
michael@0 705 {
michael@0 706 D3DPOOL Pool = getBufferPool(Usage);
michael@0 707 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
michael@0 708 }
michael@0 709
michael@0 710 IndexBuffer *Renderer9::createIndexBuffer()
michael@0 711 {
michael@0 712 return new IndexBuffer9(this);
michael@0 713 }
michael@0 714
michael@0 715 BufferStorage *Renderer9::createBufferStorage()
michael@0 716 {
michael@0 717 return new BufferStorage9();
michael@0 718 }
michael@0 719
michael@0 720 QueryImpl *Renderer9::createQuery(GLenum type)
michael@0 721 {
michael@0 722 return new Query9(this, type);
michael@0 723 }
michael@0 724
michael@0 725 FenceImpl *Renderer9::createFence()
michael@0 726 {
michael@0 727 return new Fence9(this);
michael@0 728 }
michael@0 729
michael@0 730 void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
michael@0 731 {
michael@0 732 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
michael@0 733 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
michael@0 734
michael@0 735 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
michael@0 736 {
michael@0 737 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
michael@0 738 int d3dSampler = index + d3dSamplerOffset;
michael@0 739
michael@0 740 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
michael@0 741 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
michael@0 742
michael@0 743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
michael@0 744 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
michael@0 745 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
michael@0 746 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
michael@0 747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
michael@0 748 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
michael@0 749 if (mSupportsTextureFilterAnisotropy)
michael@0 750 {
michael@0 751 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
michael@0 752 }
michael@0 753 }
michael@0 754
michael@0 755 forceSetSamplers[index] = false;
michael@0 756 appliedSamplers[index] = samplerState;
michael@0 757 }
michael@0 758
michael@0 759 void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
michael@0 760 {
michael@0 761 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
michael@0 762 int d3dSampler = index + d3dSamplerOffset;
michael@0 763 IDirect3DBaseTexture9 *d3dTexture = NULL;
michael@0 764 unsigned int serial = 0;
michael@0 765 bool forceSetTexture = false;
michael@0 766
michael@0 767 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
michael@0 768
michael@0 769 if (texture)
michael@0 770 {
michael@0 771 TextureStorageInterface *texStorage = texture->getNativeTexture();
michael@0 772 if (texStorage)
michael@0 773 {
michael@0 774 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
michael@0 775 d3dTexture = storage9->getBaseTexture();
michael@0 776 }
michael@0 777 // If we get NULL back from getBaseTexture here, something went wrong
michael@0 778 // in the texture class and we're unexpectedly missing the d3d texture
michael@0 779 ASSERT(d3dTexture != NULL);
michael@0 780
michael@0 781 serial = texture->getTextureSerial();
michael@0 782 forceSetTexture = texture->hasDirtyImages();
michael@0 783 }
michael@0 784
michael@0 785 if (forceSetTexture || appliedSerials[index] != serial)
michael@0 786 {
michael@0 787 mDevice->SetTexture(d3dSampler, d3dTexture);
michael@0 788 }
michael@0 789
michael@0 790 appliedSerials[index] = serial;
michael@0 791 }
michael@0 792
michael@0 793 void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
michael@0 794 {
michael@0 795 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
michael@0 796
michael@0 797 if (rasterStateChanged)
michael@0 798 {
michael@0 799 // Set the cull mode
michael@0 800 if (rasterState.cullFace)
michael@0 801 {
michael@0 802 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
michael@0 803 }
michael@0 804 else
michael@0 805 {
michael@0 806 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
michael@0 807 }
michael@0 808
michael@0 809 if (rasterState.polygonOffsetFill)
michael@0 810 {
michael@0 811 if (mCurDepthSize > 0)
michael@0 812 {
michael@0 813 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
michael@0 814
michael@0 815 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
michael@0 816 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
michael@0 817 }
michael@0 818 }
michael@0 819 else
michael@0 820 {
michael@0 821 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
michael@0 822 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
michael@0 823 }
michael@0 824
michael@0 825 mCurRasterState = rasterState;
michael@0 826 }
michael@0 827
michael@0 828 mForceSetRasterState = false;
michael@0 829 }
michael@0 830
michael@0 831 void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
michael@0 832 {
michael@0 833 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
michael@0 834 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
michael@0 835 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
michael@0 836
michael@0 837 if (blendStateChanged || blendColorChanged)
michael@0 838 {
michael@0 839 if (blendState.blend)
michael@0 840 {
michael@0 841 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
michael@0 842
michael@0 843 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
michael@0 844 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
michael@0 845 {
michael@0 846 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
michael@0 847 }
michael@0 848 else
michael@0 849 {
michael@0 850 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
michael@0 851 gl::unorm<8>(blendColor.alpha),
michael@0 852 gl::unorm<8>(blendColor.alpha),
michael@0 853 gl::unorm<8>(blendColor.alpha)));
michael@0 854 }
michael@0 855
michael@0 856 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
michael@0 857 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
michael@0 858 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
michael@0 859
michael@0 860 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
michael@0 861 blendState.destBlendRGB != blendState.destBlendAlpha ||
michael@0 862 blendState.blendEquationRGB != blendState.blendEquationAlpha)
michael@0 863 {
michael@0 864 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
michael@0 865
michael@0 866 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
michael@0 867 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
michael@0 868 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
michael@0 869 }
michael@0 870 else
michael@0 871 {
michael@0 872 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
michael@0 873 }
michael@0 874 }
michael@0 875 else
michael@0 876 {
michael@0 877 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
michael@0 878 }
michael@0 879
michael@0 880 if (blendState.sampleAlphaToCoverage)
michael@0 881 {
michael@0 882 FIXME("Sample alpha to coverage is unimplemented.");
michael@0 883 }
michael@0 884
michael@0 885 // Set the color mask
michael@0 886 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
michael@0 887 // Apparently some ATI cards have a bug where a draw with a zero color
michael@0 888 // write mask can cause later draws to have incorrect results. Instead,
michael@0 889 // set a nonzero color write mask but modify the blend state so that no
michael@0 890 // drawing is done.
michael@0 891 // http://code.google.com/p/angleproject/issues/detail?id=169
michael@0 892
michael@0 893 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
michael@0 894 blendState.colorMaskBlue, blendState.colorMaskAlpha);
michael@0 895 if (colorMask == 0 && !zeroColorMaskAllowed)
michael@0 896 {
michael@0 897 // Enable green channel, but set blending so nothing will be drawn.
michael@0 898 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
michael@0 899 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
michael@0 900
michael@0 901 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
michael@0 902 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
michael@0 903 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
michael@0 904 }
michael@0 905 else
michael@0 906 {
michael@0 907 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
michael@0 908 }
michael@0 909
michael@0 910 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
michael@0 911
michael@0 912 mCurBlendState = blendState;
michael@0 913 mCurBlendColor = blendColor;
michael@0 914 }
michael@0 915
michael@0 916 if (sampleMaskChanged)
michael@0 917 {
michael@0 918 // Set the multisample mask
michael@0 919 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
michael@0 920 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
michael@0 921
michael@0 922 mCurSampleMask = sampleMask;
michael@0 923 }
michael@0 924
michael@0 925 mForceSetBlendState = false;
michael@0 926 }
michael@0 927
michael@0 928 void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
michael@0 929 int stencilBackRef, bool frontFaceCCW)
michael@0 930 {
michael@0 931 bool depthStencilStateChanged = mForceSetDepthStencilState ||
michael@0 932 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
michael@0 933 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
michael@0 934 stencilBackRef != mCurStencilBackRef;
michael@0 935 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
michael@0 936
michael@0 937 if (depthStencilStateChanged)
michael@0 938 {
michael@0 939 if (depthStencilState.depthTest)
michael@0 940 {
michael@0 941 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
michael@0 942 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
michael@0 943 }
michael@0 944 else
michael@0 945 {
michael@0 946 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
michael@0 947 }
michael@0 948
michael@0 949 mCurDepthStencilState = depthStencilState;
michael@0 950 }
michael@0 951
michael@0 952 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
michael@0 953 {
michael@0 954 if (depthStencilState.stencilTest && mCurStencilSize > 0)
michael@0 955 {
michael@0 956 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
michael@0 957 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
michael@0 958
michael@0 959 // FIXME: Unsupported by D3D9
michael@0 960 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
michael@0 961 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
michael@0 962 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
michael@0 963 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
michael@0 964 stencilRef != stencilBackRef ||
michael@0 965 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
michael@0 966 {
michael@0 967 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
michael@0 968 return gl::error(GL_INVALID_OPERATION);
michael@0 969 }
michael@0 970
michael@0 971 // get the maximum size of the stencil ref
michael@0 972 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
michael@0 973
michael@0 974 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
michael@0 975 depthStencilState.stencilWritemask);
michael@0 976 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
michael@0 977 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
michael@0 978
michael@0 979 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
michael@0 980 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
michael@0 981 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
michael@0 982 depthStencilState.stencilMask);
michael@0 983
michael@0 984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
michael@0 985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
michael@0 986 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
michael@0 987 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
michael@0 988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
michael@0 989 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
michael@0 990
michael@0 991 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
michael@0 992 depthStencilState.stencilBackWritemask);
michael@0 993 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
michael@0 994 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
michael@0 995
michael@0 996 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
michael@0 997 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
michael@0 998 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
michael@0 999 depthStencilState.stencilBackMask);
michael@0 1000
michael@0 1001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
michael@0 1002 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
michael@0 1003 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
michael@0 1004 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
michael@0 1005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
michael@0 1006 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
michael@0 1007 }
michael@0 1008 else
michael@0 1009 {
michael@0 1010 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
michael@0 1011 }
michael@0 1012
michael@0 1013 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
michael@0 1014
michael@0 1015 mCurStencilRef = stencilRef;
michael@0 1016 mCurStencilBackRef = stencilBackRef;
michael@0 1017 mCurFrontFaceCCW = frontFaceCCW;
michael@0 1018 }
michael@0 1019
michael@0 1020 mForceSetDepthStencilState = false;
michael@0 1021 }
michael@0 1022
michael@0 1023 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
michael@0 1024 {
michael@0 1025 bool scissorChanged = mForceSetScissor ||
michael@0 1026 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
michael@0 1027 enabled != mScissorEnabled;
michael@0 1028
michael@0 1029 if (scissorChanged)
michael@0 1030 {
michael@0 1031 if (enabled)
michael@0 1032 {
michael@0 1033 RECT rect;
michael@0 1034 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
michael@0 1035 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
michael@0 1036 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
michael@0 1037 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
michael@0 1038 mDevice->SetScissorRect(&rect);
michael@0 1039 }
michael@0 1040
michael@0 1041 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
michael@0 1042
michael@0 1043 mScissorEnabled = enabled;
michael@0 1044 mCurScissor = scissor;
michael@0 1045 }
michael@0 1046
michael@0 1047 mForceSetScissor = false;
michael@0 1048 }
michael@0 1049
michael@0 1050 bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
michael@0 1051 bool ignoreViewport)
michael@0 1052 {
michael@0 1053 gl::Rectangle actualViewport = viewport;
michael@0 1054 float actualZNear = gl::clamp01(zNear);
michael@0 1055 float actualZFar = gl::clamp01(zFar);
michael@0 1056 if (ignoreViewport)
michael@0 1057 {
michael@0 1058 actualViewport.x = 0;
michael@0 1059 actualViewport.y = 0;
michael@0 1060 actualViewport.width = mRenderTargetDesc.width;
michael@0 1061 actualViewport.height = mRenderTargetDesc.height;
michael@0 1062 actualZNear = 0.0f;
michael@0 1063 actualZFar = 1.0f;
michael@0 1064 }
michael@0 1065
michael@0 1066 D3DVIEWPORT9 dxViewport;
michael@0 1067 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
michael@0 1068 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
michael@0 1069 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
michael@0 1070 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
michael@0 1071 dxViewport.MinZ = actualZNear;
michael@0 1072 dxViewport.MaxZ = actualZFar;
michael@0 1073
michael@0 1074 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
michael@0 1075 {
michael@0 1076 return false; // Nothing to render
michael@0 1077 }
michael@0 1078
michael@0 1079 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
michael@0 1080 actualZNear != mCurNear || actualZFar != mCurFar;
michael@0 1081 if (viewportChanged)
michael@0 1082 {
michael@0 1083 mDevice->SetViewport(&dxViewport);
michael@0 1084
michael@0 1085 mCurViewport = actualViewport;
michael@0 1086 mCurNear = actualZNear;
michael@0 1087 mCurFar = actualZFar;
michael@0 1088
michael@0 1089 dx_VertexConstants vc = {0};
michael@0 1090 dx_PixelConstants pc = {0};
michael@0 1091
michael@0 1092 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
michael@0 1093 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
michael@0 1094 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
michael@0 1095 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
michael@0 1096
michael@0 1097 pc.viewCoords[0] = actualViewport.width * 0.5f;
michael@0 1098 pc.viewCoords[1] = actualViewport.height * 0.5f;
michael@0 1099 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
michael@0 1100 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
michael@0 1101
michael@0 1102 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
michael@0 1103 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
michael@0 1104 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
michael@0 1105
michael@0 1106 vc.depthRange[0] = actualZNear;
michael@0 1107 vc.depthRange[1] = actualZFar;
michael@0 1108 vc.depthRange[2] = actualZFar - actualZNear;
michael@0 1109
michael@0 1110 pc.depthRange[0] = actualZNear;
michael@0 1111 pc.depthRange[1] = actualZFar;
michael@0 1112 pc.depthRange[2] = actualZFar - actualZNear;
michael@0 1113
michael@0 1114 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
michael@0 1115 {
michael@0 1116 mVertexConstants = vc;
michael@0 1117 mDxUniformsDirty = true;
michael@0 1118 }
michael@0 1119
michael@0 1120 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
michael@0 1121 {
michael@0 1122 mPixelConstants = pc;
michael@0 1123 mDxUniformsDirty = true;
michael@0 1124 }
michael@0 1125 }
michael@0 1126
michael@0 1127 mForceSetViewport = false;
michael@0 1128 return true;
michael@0 1129 }
michael@0 1130
michael@0 1131 bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
michael@0 1132 {
michael@0 1133 switch (mode)
michael@0 1134 {
michael@0 1135 case GL_POINTS:
michael@0 1136 mPrimitiveType = D3DPT_POINTLIST;
michael@0 1137 mPrimitiveCount = count;
michael@0 1138 break;
michael@0 1139 case GL_LINES:
michael@0 1140 mPrimitiveType = D3DPT_LINELIST;
michael@0 1141 mPrimitiveCount = count / 2;
michael@0 1142 break;
michael@0 1143 case GL_LINE_LOOP:
michael@0 1144 mPrimitiveType = D3DPT_LINESTRIP;
michael@0 1145 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
michael@0 1146 break;
michael@0 1147 case GL_LINE_STRIP:
michael@0 1148 mPrimitiveType = D3DPT_LINESTRIP;
michael@0 1149 mPrimitiveCount = count - 1;
michael@0 1150 break;
michael@0 1151 case GL_TRIANGLES:
michael@0 1152 mPrimitiveType = D3DPT_TRIANGLELIST;
michael@0 1153 mPrimitiveCount = count / 3;
michael@0 1154 break;
michael@0 1155 case GL_TRIANGLE_STRIP:
michael@0 1156 mPrimitiveType = D3DPT_TRIANGLESTRIP;
michael@0 1157 mPrimitiveCount = count - 2;
michael@0 1158 break;
michael@0 1159 case GL_TRIANGLE_FAN:
michael@0 1160 mPrimitiveType = D3DPT_TRIANGLEFAN;
michael@0 1161 mPrimitiveCount = count - 2;
michael@0 1162 break;
michael@0 1163 default:
michael@0 1164 return gl::error(GL_INVALID_ENUM, false);
michael@0 1165 }
michael@0 1166
michael@0 1167 return mPrimitiveCount > 0;
michael@0 1168 }
michael@0 1169
michael@0 1170
michael@0 1171 gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
michael@0 1172 {
michael@0 1173 if (!depthbuffer)
michael@0 1174 {
michael@0 1175 ERR("Unexpected null depthbuffer for depth-only FBO.");
michael@0 1176 return NULL;
michael@0 1177 }
michael@0 1178
michael@0 1179 GLsizei width = depthbuffer->getWidth();
michael@0 1180 GLsizei height = depthbuffer->getHeight();
michael@0 1181
michael@0 1182 // search cached nullcolorbuffers
michael@0 1183 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
michael@0 1184 {
michael@0 1185 if (mNullColorbufferCache[i].buffer != NULL &&
michael@0 1186 mNullColorbufferCache[i].width == width &&
michael@0 1187 mNullColorbufferCache[i].height == height)
michael@0 1188 {
michael@0 1189 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
michael@0 1190 return mNullColorbufferCache[i].buffer;
michael@0 1191 }
michael@0 1192 }
michael@0 1193
michael@0 1194 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
michael@0 1195
michael@0 1196 // add nullbuffer to the cache
michael@0 1197 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
michael@0 1198 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
michael@0 1199 {
michael@0 1200 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
michael@0 1201 {
michael@0 1202 oldest = &mNullColorbufferCache[i];
michael@0 1203 }
michael@0 1204 }
michael@0 1205
michael@0 1206 delete oldest->buffer;
michael@0 1207 oldest->buffer = nullbuffer;
michael@0 1208 oldest->lruCount = ++mMaxNullColorbufferLRU;
michael@0 1209 oldest->width = width;
michael@0 1210 oldest->height = height;
michael@0 1211
michael@0 1212 return nullbuffer;
michael@0 1213 }
michael@0 1214
michael@0 1215 bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
michael@0 1216 {
michael@0 1217 // if there is no color attachment we must synthesize a NULL colorattachment
michael@0 1218 // to keep the D3D runtime happy. This should only be possible if depth texturing.
michael@0 1219 gl::Renderbuffer *renderbufferObject = NULL;
michael@0 1220 if (framebuffer->getColorbufferType(0) != GL_NONE)
michael@0 1221 {
michael@0 1222 renderbufferObject = framebuffer->getColorbuffer(0);
michael@0 1223 }
michael@0 1224 else
michael@0 1225 {
michael@0 1226 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
michael@0 1227 }
michael@0 1228 if (!renderbufferObject)
michael@0 1229 {
michael@0 1230 ERR("unable to locate renderbuffer for FBO.");
michael@0 1231 return false;
michael@0 1232 }
michael@0 1233
michael@0 1234 bool renderTargetChanged = false;
michael@0 1235 unsigned int renderTargetSerial = renderbufferObject->getSerial();
michael@0 1236 if (renderTargetSerial != mAppliedRenderTargetSerial)
michael@0 1237 {
michael@0 1238 // Apply the render target on the device
michael@0 1239 IDirect3DSurface9 *renderTargetSurface = NULL;
michael@0 1240
michael@0 1241 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
michael@0 1242 if (renderTarget)
michael@0 1243 {
michael@0 1244 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
michael@0 1245 }
michael@0 1246
michael@0 1247 if (!renderTargetSurface)
michael@0 1248 {
michael@0 1249 ERR("render target pointer unexpectedly null.");
michael@0 1250 return false; // Context must be lost
michael@0 1251 }
michael@0 1252
michael@0 1253 mDevice->SetRenderTarget(0, renderTargetSurface);
michael@0 1254 renderTargetSurface->Release();
michael@0 1255
michael@0 1256 mAppliedRenderTargetSerial = renderTargetSerial;
michael@0 1257 renderTargetChanged = true;
michael@0 1258 }
michael@0 1259
michael@0 1260 gl::Renderbuffer *depthStencil = NULL;
michael@0 1261 unsigned int depthbufferSerial = 0;
michael@0 1262 unsigned int stencilbufferSerial = 0;
michael@0 1263 if (framebuffer->getDepthbufferType() != GL_NONE)
michael@0 1264 {
michael@0 1265 depthStencil = framebuffer->getDepthbuffer();
michael@0 1266 if (!depthStencil)
michael@0 1267 {
michael@0 1268 ERR("Depth stencil pointer unexpectedly null.");
michael@0 1269 return false;
michael@0 1270 }
michael@0 1271
michael@0 1272 depthbufferSerial = depthStencil->getSerial();
michael@0 1273 }
michael@0 1274 else if (framebuffer->getStencilbufferType() != GL_NONE)
michael@0 1275 {
michael@0 1276 depthStencil = framebuffer->getStencilbuffer();
michael@0 1277 if (!depthStencil)
michael@0 1278 {
michael@0 1279 ERR("Depth stencil pointer unexpectedly null.");
michael@0 1280 return false;
michael@0 1281 }
michael@0 1282
michael@0 1283 stencilbufferSerial = depthStencil->getSerial();
michael@0 1284 }
michael@0 1285
michael@0 1286 if (depthbufferSerial != mAppliedDepthbufferSerial ||
michael@0 1287 stencilbufferSerial != mAppliedStencilbufferSerial ||
michael@0 1288 !mDepthStencilInitialized)
michael@0 1289 {
michael@0 1290 unsigned int depthSize = 0;
michael@0 1291 unsigned int stencilSize = 0;
michael@0 1292
michael@0 1293 // Apply the depth stencil on the device
michael@0 1294 if (depthStencil)
michael@0 1295 {
michael@0 1296 IDirect3DSurface9 *depthStencilSurface = NULL;
michael@0 1297 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
michael@0 1298
michael@0 1299 if (depthStencilRenderTarget)
michael@0 1300 {
michael@0 1301 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
michael@0 1302 }
michael@0 1303
michael@0 1304 if (!depthStencilSurface)
michael@0 1305 {
michael@0 1306 ERR("depth stencil pointer unexpectedly null.");
michael@0 1307 return false; // Context must be lost
michael@0 1308 }
michael@0 1309
michael@0 1310 mDevice->SetDepthStencilSurface(depthStencilSurface);
michael@0 1311 depthStencilSurface->Release();
michael@0 1312
michael@0 1313 depthSize = depthStencil->getDepthSize();
michael@0 1314 stencilSize = depthStencil->getStencilSize();
michael@0 1315 }
michael@0 1316 else
michael@0 1317 {
michael@0 1318 mDevice->SetDepthStencilSurface(NULL);
michael@0 1319 }
michael@0 1320
michael@0 1321 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
michael@0 1322 {
michael@0 1323 mCurDepthSize = depthSize;
michael@0 1324 mForceSetRasterState = true;
michael@0 1325 }
michael@0 1326
michael@0 1327 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
michael@0 1328 {
michael@0 1329 mCurStencilSize = stencilSize;
michael@0 1330 mForceSetDepthStencilState = true;
michael@0 1331 }
michael@0 1332
michael@0 1333 mAppliedDepthbufferSerial = depthbufferSerial;
michael@0 1334 mAppliedStencilbufferSerial = stencilbufferSerial;
michael@0 1335 mDepthStencilInitialized = true;
michael@0 1336 }
michael@0 1337
michael@0 1338 if (renderTargetChanged || !mRenderTargetDescInitialized)
michael@0 1339 {
michael@0 1340 mForceSetScissor = true;
michael@0 1341 mForceSetViewport = true;
michael@0 1342
michael@0 1343 mRenderTargetDesc.width = renderbufferObject->getWidth();
michael@0 1344 mRenderTargetDesc.height = renderbufferObject->getHeight();
michael@0 1345 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
michael@0 1346 mRenderTargetDescInitialized = true;
michael@0 1347 }
michael@0 1348
michael@0 1349 return true;
michael@0 1350 }
michael@0 1351
michael@0 1352 GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
michael@0 1353 {
michael@0 1354 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
michael@0 1355 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
michael@0 1356 if (err != GL_NO_ERROR)
michael@0 1357 {
michael@0 1358 return err;
michael@0 1359 }
michael@0 1360
michael@0 1361 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
michael@0 1362 }
michael@0 1363
michael@0 1364 // Applies the indices and element array bindings to the Direct3D 9 device
michael@0 1365 GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
michael@0 1366 {
michael@0 1367 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
michael@0 1368
michael@0 1369 if (err == GL_NO_ERROR)
michael@0 1370 {
michael@0 1371 // Directly binding the storage buffer is not supported for d3d9
michael@0 1372 ASSERT(indexInfo->storage == NULL);
michael@0 1373
michael@0 1374 if (indexInfo->serial != mAppliedIBSerial)
michael@0 1375 {
michael@0 1376 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
michael@0 1377
michael@0 1378 mDevice->SetIndices(indexBuffer->getBuffer());
michael@0 1379 mAppliedIBSerial = indexInfo->serial;
michael@0 1380 }
michael@0 1381 }
michael@0 1382
michael@0 1383 return err;
michael@0 1384 }
michael@0 1385
michael@0 1386 void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
michael@0 1387 {
michael@0 1388 startScene();
michael@0 1389
michael@0 1390 if (mode == GL_LINE_LOOP)
michael@0 1391 {
michael@0 1392 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
michael@0 1393 }
michael@0 1394 else if (instances > 0)
michael@0 1395 {
michael@0 1396 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
michael@0 1397 if (countingIB)
michael@0 1398 {
michael@0 1399 if (mAppliedIBSerial != countingIB->getSerial())
michael@0 1400 {
michael@0 1401 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
michael@0 1402
michael@0 1403 mDevice->SetIndices(indexBuffer->getBuffer());
michael@0 1404 mAppliedIBSerial = countingIB->getSerial();
michael@0 1405 }
michael@0 1406
michael@0 1407 for (int i = 0; i < mRepeatDraw; i++)
michael@0 1408 {
michael@0 1409 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
michael@0 1410 }
michael@0 1411 }
michael@0 1412 else
michael@0 1413 {
michael@0 1414 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
michael@0 1415 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1416 }
michael@0 1417 }
michael@0 1418 else // Regular case
michael@0 1419 {
michael@0 1420 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
michael@0 1421 }
michael@0 1422 }
michael@0 1423
michael@0 1424 void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
michael@0 1425 {
michael@0 1426 startScene();
michael@0 1427
michael@0 1428 if (mode == GL_POINTS)
michael@0 1429 {
michael@0 1430 drawIndexedPoints(count, type, indices, elementArrayBuffer);
michael@0 1431 }
michael@0 1432 else if (mode == GL_LINE_LOOP)
michael@0 1433 {
michael@0 1434 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
michael@0 1435 }
michael@0 1436 else
michael@0 1437 {
michael@0 1438 for (int i = 0; i < mRepeatDraw; i++)
michael@0 1439 {
michael@0 1440 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
michael@0 1441 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
michael@0 1442 }
michael@0 1443 }
michael@0 1444 }
michael@0 1445
michael@0 1446 void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
michael@0 1447 {
michael@0 1448 // Get the raw indices for an indexed draw
michael@0 1449 if (type != GL_NONE && elementArrayBuffer)
michael@0 1450 {
michael@0 1451 gl::Buffer *indexBuffer = elementArrayBuffer;
michael@0 1452 BufferStorage *storage = indexBuffer->getStorage();
michael@0 1453 intptr_t offset = reinterpret_cast<intptr_t>(indices);
michael@0 1454 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
michael@0 1455 }
michael@0 1456
michael@0 1457 unsigned int startIndex = 0;
michael@0 1458
michael@0 1459 if (get32BitIndexSupport())
michael@0 1460 {
michael@0 1461 if (!mLineLoopIB)
michael@0 1462 {
michael@0 1463 mLineLoopIB = new StreamingIndexBufferInterface(this);
michael@0 1464 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
michael@0 1465 {
michael@0 1466 delete mLineLoopIB;
michael@0 1467 mLineLoopIB = NULL;
michael@0 1468
michael@0 1469 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
michael@0 1470 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1471 }
michael@0 1472 }
michael@0 1473
michael@0 1474 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
michael@0 1475 {
michael@0 1476 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
michael@0 1477 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1478 }
michael@0 1479
michael@0 1480 // Checked by Renderer9::applyPrimitiveType
michael@0 1481 ASSERT(count >= 0);
michael@0 1482
michael@0 1483 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
michael@0 1484 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
michael@0 1485 {
michael@0 1486 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
michael@0 1487 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1488 }
michael@0 1489
michael@0 1490 void* mappedMemory = NULL;
michael@0 1491 unsigned int offset = 0;
michael@0 1492 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
michael@0 1493 {
michael@0 1494 ERR("Could not map index buffer for GL_LINE_LOOP.");
michael@0 1495 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1496 }
michael@0 1497
michael@0 1498 startIndex = static_cast<unsigned int>(offset) / 4;
michael@0 1499 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
michael@0 1500
michael@0 1501 switch (type)
michael@0 1502 {
michael@0 1503 case GL_NONE: // Non-indexed draw
michael@0 1504 for (int i = 0; i < count; i++)
michael@0 1505 {
michael@0 1506 data[i] = i;
michael@0 1507 }
michael@0 1508 data[count] = 0;
michael@0 1509 break;
michael@0 1510 case GL_UNSIGNED_BYTE:
michael@0 1511 for (int i = 0; i < count; i++)
michael@0 1512 {
michael@0 1513 data[i] = static_cast<const GLubyte*>(indices)[i];
michael@0 1514 }
michael@0 1515 data[count] = static_cast<const GLubyte*>(indices)[0];
michael@0 1516 break;
michael@0 1517 case GL_UNSIGNED_SHORT:
michael@0 1518 for (int i = 0; i < count; i++)
michael@0 1519 {
michael@0 1520 data[i] = static_cast<const GLushort*>(indices)[i];
michael@0 1521 }
michael@0 1522 data[count] = static_cast<const GLushort*>(indices)[0];
michael@0 1523 break;
michael@0 1524 case GL_UNSIGNED_INT:
michael@0 1525 for (int i = 0; i < count; i++)
michael@0 1526 {
michael@0 1527 data[i] = static_cast<const GLuint*>(indices)[i];
michael@0 1528 }
michael@0 1529 data[count] = static_cast<const GLuint*>(indices)[0];
michael@0 1530 break;
michael@0 1531 default: UNREACHABLE();
michael@0 1532 }
michael@0 1533
michael@0 1534 if (!mLineLoopIB->unmapBuffer())
michael@0 1535 {
michael@0 1536 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
michael@0 1537 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1538 }
michael@0 1539 }
michael@0 1540 else
michael@0 1541 {
michael@0 1542 if (!mLineLoopIB)
michael@0 1543 {
michael@0 1544 mLineLoopIB = new StreamingIndexBufferInterface(this);
michael@0 1545 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
michael@0 1546 {
michael@0 1547 delete mLineLoopIB;
michael@0 1548 mLineLoopIB = NULL;
michael@0 1549
michael@0 1550 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
michael@0 1551 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1552 }
michael@0 1553 }
michael@0 1554
michael@0 1555 // Checked by Renderer9::applyPrimitiveType
michael@0 1556 ASSERT(count >= 0);
michael@0 1557
michael@0 1558 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
michael@0 1559 {
michael@0 1560 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
michael@0 1561 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1562 }
michael@0 1563
michael@0 1564 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
michael@0 1565 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
michael@0 1566 {
michael@0 1567 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
michael@0 1568 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1569 }
michael@0 1570
michael@0 1571 void* mappedMemory = NULL;
michael@0 1572 unsigned int offset;
michael@0 1573 if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
michael@0 1574 {
michael@0 1575 ERR("Could not map index buffer for GL_LINE_LOOP.");
michael@0 1576 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1577 }
michael@0 1578
michael@0 1579 startIndex = static_cast<unsigned int>(offset) / 2;
michael@0 1580 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
michael@0 1581
michael@0 1582 switch (type)
michael@0 1583 {
michael@0 1584 case GL_NONE: // Non-indexed draw
michael@0 1585 for (int i = 0; i < count; i++)
michael@0 1586 {
michael@0 1587 data[i] = i;
michael@0 1588 }
michael@0 1589 data[count] = 0;
michael@0 1590 break;
michael@0 1591 case GL_UNSIGNED_BYTE:
michael@0 1592 for (int i = 0; i < count; i++)
michael@0 1593 {
michael@0 1594 data[i] = static_cast<const GLubyte*>(indices)[i];
michael@0 1595 }
michael@0 1596 data[count] = static_cast<const GLubyte*>(indices)[0];
michael@0 1597 break;
michael@0 1598 case GL_UNSIGNED_SHORT:
michael@0 1599 for (int i = 0; i < count; i++)
michael@0 1600 {
michael@0 1601 data[i] = static_cast<const GLushort*>(indices)[i];
michael@0 1602 }
michael@0 1603 data[count] = static_cast<const GLushort*>(indices)[0];
michael@0 1604 break;
michael@0 1605 case GL_UNSIGNED_INT:
michael@0 1606 for (int i = 0; i < count; i++)
michael@0 1607 {
michael@0 1608 data[i] = static_cast<const GLuint*>(indices)[i];
michael@0 1609 }
michael@0 1610 data[count] = static_cast<const GLuint*>(indices)[0];
michael@0 1611 break;
michael@0 1612 default: UNREACHABLE();
michael@0 1613 }
michael@0 1614
michael@0 1615 if (!mLineLoopIB->unmapBuffer())
michael@0 1616 {
michael@0 1617 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
michael@0 1618 return gl::error(GL_OUT_OF_MEMORY);
michael@0 1619 }
michael@0 1620 }
michael@0 1621
michael@0 1622 if (mAppliedIBSerial != mLineLoopIB->getSerial())
michael@0 1623 {
michael@0 1624 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
michael@0 1625
michael@0 1626 mDevice->SetIndices(indexBuffer->getBuffer());
michael@0 1627 mAppliedIBSerial = mLineLoopIB->getSerial();
michael@0 1628 }
michael@0 1629
michael@0 1630 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
michael@0 1631 }
michael@0 1632
michael@0 1633 template <typename T>
michael@0 1634 static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
michael@0 1635 {
michael@0 1636 for (int i = 0; i < count; i++)
michael@0 1637 {
michael@0 1638 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
michael@0 1639 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
michael@0 1640 }
michael@0 1641 }
michael@0 1642
michael@0 1643 void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
michael@0 1644 {
michael@0 1645 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
michael@0 1646 // for each individual point. This call is not expected to happen often.
michael@0 1647
michael@0 1648 if (elementArrayBuffer)
michael@0 1649 {
michael@0 1650 BufferStorage *storage = elementArrayBuffer->getStorage();
michael@0 1651 intptr_t offset = reinterpret_cast<intptr_t>(indices);
michael@0 1652 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
michael@0 1653 }
michael@0 1654
michael@0 1655 switch (type)
michael@0 1656 {
michael@0 1657 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
michael@0 1658 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
michael@0 1659 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
michael@0 1660 default: UNREACHABLE();
michael@0 1661 }
michael@0 1662 }
michael@0 1663
michael@0 1664 void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
michael@0 1665 {
michael@0 1666 unsigned int programBinarySerial = programBinary->getSerial();
michael@0 1667 if (programBinarySerial != mAppliedProgramBinarySerial)
michael@0 1668 {
michael@0 1669 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
michael@0 1670 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
michael@0 1671
michael@0 1672 IDirect3DVertexShader9 *vertexShader = NULL;
michael@0 1673 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
michael@0 1674
michael@0 1675 IDirect3DPixelShader9 *pixelShader = NULL;
michael@0 1676 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
michael@0 1677
michael@0 1678 mDevice->SetPixelShader(pixelShader);
michael@0 1679 mDevice->SetVertexShader(vertexShader);
michael@0 1680 programBinary->dirtyAllUniforms();
michael@0 1681 mDxUniformsDirty = true;
michael@0 1682
michael@0 1683 mAppliedProgramBinarySerial = programBinarySerial;
michael@0 1684 }
michael@0 1685 }
michael@0 1686
michael@0 1687 void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
michael@0 1688 {
michael@0 1689 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
michael@0 1690 {
michael@0 1691 gl::Uniform *targetUniform = *ub;
michael@0 1692
michael@0 1693 if (targetUniform->dirty)
michael@0 1694 {
michael@0 1695 GLfloat *f = (GLfloat*)targetUniform->data;
michael@0 1696 GLint *i = (GLint*)targetUniform->data;
michael@0 1697
michael@0 1698 switch (targetUniform->type)
michael@0 1699 {
michael@0 1700 case GL_SAMPLER_2D:
michael@0 1701 case GL_SAMPLER_CUBE:
michael@0 1702 break;
michael@0 1703 case GL_BOOL:
michael@0 1704 case GL_BOOL_VEC2:
michael@0 1705 case GL_BOOL_VEC3:
michael@0 1706 case GL_BOOL_VEC4:
michael@0 1707 applyUniformnbv(targetUniform, i);
michael@0 1708 break;
michael@0 1709 case GL_FLOAT:
michael@0 1710 case GL_FLOAT_VEC2:
michael@0 1711 case GL_FLOAT_VEC3:
michael@0 1712 case GL_FLOAT_VEC4:
michael@0 1713 case GL_FLOAT_MAT2:
michael@0 1714 case GL_FLOAT_MAT3:
michael@0 1715 case GL_FLOAT_MAT4:
michael@0 1716 applyUniformnfv(targetUniform, f);
michael@0 1717 break;
michael@0 1718 case GL_INT:
michael@0 1719 case GL_INT_VEC2:
michael@0 1720 case GL_INT_VEC3:
michael@0 1721 case GL_INT_VEC4:
michael@0 1722 applyUniformniv(targetUniform, i);
michael@0 1723 break;
michael@0 1724 default:
michael@0 1725 UNREACHABLE();
michael@0 1726 }
michael@0 1727
michael@0 1728 targetUniform->dirty = false;
michael@0 1729 }
michael@0 1730 }
michael@0 1731
michael@0 1732 // Driver uniforms
michael@0 1733 if (mDxUniformsDirty)
michael@0 1734 {
michael@0 1735 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
michael@0 1736 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
michael@0 1737 mDxUniformsDirty = false;
michael@0 1738 }
michael@0 1739 }
michael@0 1740
michael@0 1741 void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
michael@0 1742 {
michael@0 1743 if (targetUniform->psRegisterIndex >= 0)
michael@0 1744 {
michael@0 1745 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
michael@0 1746 }
michael@0 1747
michael@0 1748 if (targetUniform->vsRegisterIndex >= 0)
michael@0 1749 {
michael@0 1750 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
michael@0 1751 }
michael@0 1752 }
michael@0 1753
michael@0 1754 void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
michael@0 1755 {
michael@0 1756 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
michael@0 1757 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
michael@0 1758
michael@0 1759 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
michael@0 1760 {
michael@0 1761 vector[i][0] = (GLfloat)v[4 * i + 0];
michael@0 1762 vector[i][1] = (GLfloat)v[4 * i + 1];
michael@0 1763 vector[i][2] = (GLfloat)v[4 * i + 2];
michael@0 1764 vector[i][3] = (GLfloat)v[4 * i + 3];
michael@0 1765 }
michael@0 1766
michael@0 1767 applyUniformnfv(targetUniform, (GLfloat*)vector);
michael@0 1768 }
michael@0 1769
michael@0 1770 void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
michael@0 1771 {
michael@0 1772 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
michael@0 1773 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
michael@0 1774
michael@0 1775 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
michael@0 1776 {
michael@0 1777 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
michael@0 1778 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
michael@0 1779 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
michael@0 1780 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
michael@0 1781 }
michael@0 1782
michael@0 1783 applyUniformnfv(targetUniform, (GLfloat*)vector);
michael@0 1784 }
michael@0 1785
michael@0 1786 void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
michael@0 1787 {
michael@0 1788 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
michael@0 1789 gl::unorm<8>(clearParams.colorClearValue.red),
michael@0 1790 gl::unorm<8>(clearParams.colorClearValue.green),
michael@0 1791 gl::unorm<8>(clearParams.colorClearValue.blue));
michael@0 1792 float depth = gl::clamp01(clearParams.depthClearValue);
michael@0 1793 int stencil = clearParams.stencilClearValue & 0x000000FF;
michael@0 1794
michael@0 1795 unsigned int stencilUnmasked = 0x0;
michael@0 1796 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
michael@0 1797 {
michael@0 1798 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
michael@0 1799 stencilUnmasked = (0x1 << stencilSize) - 1;
michael@0 1800 }
michael@0 1801
michael@0 1802 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
michael@0 1803
michael@0 1804 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
michael@0 1805 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
michael@0 1806 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
michael@0 1807 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
michael@0 1808 clearParams.colorMaskBlue && alphaUnmasked);
michael@0 1809
michael@0 1810 if (needMaskedColorClear || needMaskedStencilClear)
michael@0 1811 {
michael@0 1812 // State which is altered in all paths from this point to the clear call is saved.
michael@0 1813 // State which is altered in only some paths will be flagged dirty in the case that
michael@0 1814 // that path is taken.
michael@0 1815 HRESULT hr;
michael@0 1816 if (mMaskedClearSavedState == NULL)
michael@0 1817 {
michael@0 1818 hr = mDevice->BeginStateBlock();
michael@0 1819 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
michael@0 1820
michael@0 1821 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
michael@0 1822 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
michael@0 1823 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
michael@0 1824 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
michael@0 1825 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
michael@0 1826 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
michael@0 1827 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
michael@0 1828 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
michael@0 1829 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
michael@0 1830 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
michael@0 1831 mDevice->SetPixelShader(NULL);
michael@0 1832 mDevice->SetVertexShader(NULL);
michael@0 1833 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
michael@0 1834 mDevice->SetStreamSource(0, NULL, 0, 0);
michael@0 1835 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
michael@0 1836 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
michael@0 1837 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
michael@0 1838 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
michael@0 1839 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
michael@0 1840 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
michael@0 1841 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
michael@0 1842
michael@0 1843 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 1844 {
michael@0 1845 mDevice->SetStreamSourceFreq(i, 1);
michael@0 1846 }
michael@0 1847
michael@0 1848 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
michael@0 1849 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
michael@0 1850 }
michael@0 1851
michael@0 1852 ASSERT(mMaskedClearSavedState != NULL);
michael@0 1853
michael@0 1854 if (mMaskedClearSavedState != NULL)
michael@0 1855 {
michael@0 1856 hr = mMaskedClearSavedState->Capture();
michael@0 1857 ASSERT(SUCCEEDED(hr));
michael@0 1858 }
michael@0 1859
michael@0 1860 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
michael@0 1861 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
michael@0 1862 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
michael@0 1863 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
michael@0 1864 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
michael@0 1865 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
michael@0 1866 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
michael@0 1867 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
michael@0 1868
michael@0 1869 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
michael@0 1870 {
michael@0 1871 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
michael@0 1872 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
michael@0 1873 clearParams.colorMaskGreen,
michael@0 1874 clearParams.colorMaskBlue,
michael@0 1875 clearParams.colorMaskAlpha));
michael@0 1876 }
michael@0 1877 else
michael@0 1878 {
michael@0 1879 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
michael@0 1880 }
michael@0 1881
michael@0 1882 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
michael@0 1883 {
michael@0 1884 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
michael@0 1885 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
michael@0 1886 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
michael@0 1887 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
michael@0 1888 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
michael@0 1889 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
michael@0 1890 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
michael@0 1891 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
michael@0 1892 }
michael@0 1893 else
michael@0 1894 {
michael@0 1895 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
michael@0 1896 }
michael@0 1897
michael@0 1898 mDevice->SetPixelShader(NULL);
michael@0 1899 mDevice->SetVertexShader(NULL);
michael@0 1900 mDevice->SetFVF(D3DFVF_XYZRHW);
michael@0 1901 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
michael@0 1902 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
michael@0 1903 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
michael@0 1904 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
michael@0 1905 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
michael@0 1906 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
michael@0 1907 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
michael@0 1908
michael@0 1909 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
michael@0 1910 {
michael@0 1911 mDevice->SetStreamSourceFreq(i, 1);
michael@0 1912 }
michael@0 1913
michael@0 1914 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
michael@0 1915 quad[0][0] = -0.5f;
michael@0 1916 quad[0][1] = mRenderTargetDesc.height - 0.5f;
michael@0 1917 quad[0][2] = 0.0f;
michael@0 1918 quad[0][3] = 1.0f;
michael@0 1919
michael@0 1920 quad[1][0] = mRenderTargetDesc.width - 0.5f;
michael@0 1921 quad[1][1] = mRenderTargetDesc.height - 0.5f;
michael@0 1922 quad[1][2] = 0.0f;
michael@0 1923 quad[1][3] = 1.0f;
michael@0 1924
michael@0 1925 quad[2][0] = -0.5f;
michael@0 1926 quad[2][1] = -0.5f;
michael@0 1927 quad[2][2] = 0.0f;
michael@0 1928 quad[2][3] = 1.0f;
michael@0 1929
michael@0 1930 quad[3][0] = mRenderTargetDesc.width - 0.5f;
michael@0 1931 quad[3][1] = -0.5f;
michael@0 1932 quad[3][2] = 0.0f;
michael@0 1933 quad[3][3] = 1.0f;
michael@0 1934
michael@0 1935 startScene();
michael@0 1936 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
michael@0 1937
michael@0 1938 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
michael@0 1939 {
michael@0 1940 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
michael@0 1941 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
michael@0 1942 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
michael@0 1943 }
michael@0 1944
michael@0 1945 if (mMaskedClearSavedState != NULL)
michael@0 1946 {
michael@0 1947 mMaskedClearSavedState->Apply();
michael@0 1948 }
michael@0 1949 }
michael@0 1950 else if (clearParams.mask)
michael@0 1951 {
michael@0 1952 DWORD dxClearFlags = 0;
michael@0 1953 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
michael@0 1954 {
michael@0 1955 dxClearFlags |= D3DCLEAR_TARGET;
michael@0 1956 }
michael@0 1957 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
michael@0 1958 {
michael@0 1959 dxClearFlags |= D3DCLEAR_ZBUFFER;
michael@0 1960 }
michael@0 1961 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
michael@0 1962 {
michael@0 1963 dxClearFlags |= D3DCLEAR_STENCIL;
michael@0 1964 }
michael@0 1965
michael@0 1966 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
michael@0 1967 }
michael@0 1968 }
michael@0 1969
michael@0 1970 void Renderer9::markAllStateDirty()
michael@0 1971 {
michael@0 1972 mAppliedRenderTargetSerial = 0;
michael@0 1973 mAppliedDepthbufferSerial = 0;
michael@0 1974 mAppliedStencilbufferSerial = 0;
michael@0 1975 mDepthStencilInitialized = false;
michael@0 1976 mRenderTargetDescInitialized = false;
michael@0 1977
michael@0 1978 mForceSetDepthStencilState = true;
michael@0 1979 mForceSetRasterState = true;
michael@0 1980 mForceSetScissor = true;
michael@0 1981 mForceSetViewport = true;
michael@0 1982 mForceSetBlendState = true;
michael@0 1983
michael@0 1984 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
michael@0 1985 {
michael@0 1986 mForceSetVertexSamplerStates[i] = true;
michael@0 1987 mCurVertexTextureSerials[i] = 0;
michael@0 1988 }
michael@0 1989 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
michael@0 1990 {
michael@0 1991 mForceSetPixelSamplerStates[i] = true;
michael@0 1992 mCurPixelTextureSerials[i] = 0;
michael@0 1993 }
michael@0 1994
michael@0 1995 mAppliedIBSerial = 0;
michael@0 1996 mAppliedProgramBinarySerial = 0;
michael@0 1997 mDxUniformsDirty = true;
michael@0 1998
michael@0 1999 mVertexDeclarationCache.markStateDirty();
michael@0 2000 }
michael@0 2001
michael@0 2002 void Renderer9::releaseDeviceResources()
michael@0 2003 {
michael@0 2004 while (!mEventQueryPool.empty())
michael@0 2005 {
michael@0 2006 mEventQueryPool.back()->Release();
michael@0 2007 mEventQueryPool.pop_back();
michael@0 2008 }
michael@0 2009
michael@0 2010 if (mMaskedClearSavedState)
michael@0 2011 {
michael@0 2012 mMaskedClearSavedState->Release();
michael@0 2013 mMaskedClearSavedState = NULL;
michael@0 2014 }
michael@0 2015
michael@0 2016 mVertexShaderCache.clear();
michael@0 2017 mPixelShaderCache.clear();
michael@0 2018
michael@0 2019 delete mBlit;
michael@0 2020 mBlit = NULL;
michael@0 2021
michael@0 2022 delete mVertexDataManager;
michael@0 2023 mVertexDataManager = NULL;
michael@0 2024
michael@0 2025 delete mIndexDataManager;
michael@0 2026 mIndexDataManager = NULL;
michael@0 2027
michael@0 2028 delete mLineLoopIB;
michael@0 2029 mLineLoopIB = NULL;
michael@0 2030
michael@0 2031 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
michael@0 2032 {
michael@0 2033 delete mNullColorbufferCache[i].buffer;
michael@0 2034 mNullColorbufferCache[i].buffer = NULL;
michael@0 2035 }
michael@0 2036
michael@0 2037 }
michael@0 2038
michael@0 2039
michael@0 2040 void Renderer9::notifyDeviceLost()
michael@0 2041 {
michael@0 2042 mDeviceLost = true;
michael@0 2043 mDisplay->notifyDeviceLost();
michael@0 2044 }
michael@0 2045
michael@0 2046 bool Renderer9::isDeviceLost()
michael@0 2047 {
michael@0 2048 return mDeviceLost;
michael@0 2049 }
michael@0 2050
michael@0 2051 // set notify to true to broadcast a message to all contexts of the device loss
michael@0 2052 bool Renderer9::testDeviceLost(bool notify)
michael@0 2053 {
michael@0 2054 HRESULT status = S_OK;
michael@0 2055
michael@0 2056 if (mDeviceEx)
michael@0 2057 {
michael@0 2058 status = mDeviceEx->CheckDeviceState(NULL);
michael@0 2059 }
michael@0 2060 else if (mDevice)
michael@0 2061 {
michael@0 2062 status = mDevice->TestCooperativeLevel();
michael@0 2063 }
michael@0 2064 else
michael@0 2065 {
michael@0 2066 // No device yet, so no reset required
michael@0 2067 }
michael@0 2068
michael@0 2069 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
michael@0 2070
michael@0 2071 if (isLost)
michael@0 2072 {
michael@0 2073 // ensure we note the device loss --
michael@0 2074 // we'll probably get this done again by notifyDeviceLost
michael@0 2075 // but best to remember it!
michael@0 2076 // Note that we don't want to clear the device loss status here
michael@0 2077 // -- this needs to be done by resetDevice
michael@0 2078 mDeviceLost = true;
michael@0 2079 if (notify)
michael@0 2080 {
michael@0 2081 notifyDeviceLost();
michael@0 2082 }
michael@0 2083 }
michael@0 2084
michael@0 2085 return isLost;
michael@0 2086 }
michael@0 2087
michael@0 2088 bool Renderer9::testDeviceResettable()
michael@0 2089 {
michael@0 2090 HRESULT status = D3D_OK;
michael@0 2091
michael@0 2092 if (mDeviceEx)
michael@0 2093 {
michael@0 2094 status = mDeviceEx->CheckDeviceState(NULL);
michael@0 2095 }
michael@0 2096 else if (mDevice)
michael@0 2097 {
michael@0 2098 status = mDevice->TestCooperativeLevel();
michael@0 2099 }
michael@0 2100
michael@0 2101 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
michael@0 2102 // DEVICEREMOVED indicates the device has been stopped and must be recreated
michael@0 2103 switch (status)
michael@0 2104 {
michael@0 2105 case D3DERR_DEVICENOTRESET:
michael@0 2106 case D3DERR_DEVICEHUNG:
michael@0 2107 return true;
michael@0 2108 case D3DERR_DEVICELOST:
michael@0 2109 return (mDeviceEx != NULL);
michael@0 2110 case D3DERR_DEVICEREMOVED:
michael@0 2111 UNIMPLEMENTED();
michael@0 2112 return false;
michael@0 2113 default:
michael@0 2114 return false;
michael@0 2115 }
michael@0 2116 }
michael@0 2117
michael@0 2118 bool Renderer9::resetDevice()
michael@0 2119 {
michael@0 2120 releaseDeviceResources();
michael@0 2121
michael@0 2122 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
michael@0 2123
michael@0 2124 HRESULT result = D3D_OK;
michael@0 2125 bool lost = testDeviceLost(false);
michael@0 2126 int attempts = 3;
michael@0 2127
michael@0 2128 while (lost && attempts > 0)
michael@0 2129 {
michael@0 2130 if (mDeviceEx)
michael@0 2131 {
michael@0 2132 Sleep(500); // Give the graphics driver some CPU time
michael@0 2133 result = mDeviceEx->ResetEx(&presentParameters, NULL);
michael@0 2134 }
michael@0 2135 else
michael@0 2136 {
michael@0 2137 result = mDevice->TestCooperativeLevel();
michael@0 2138 while (result == D3DERR_DEVICELOST)
michael@0 2139 {
michael@0 2140 Sleep(100); // Give the graphics driver some CPU time
michael@0 2141 result = mDevice->TestCooperativeLevel();
michael@0 2142 }
michael@0 2143
michael@0 2144 if (result == D3DERR_DEVICENOTRESET)
michael@0 2145 {
michael@0 2146 result = mDevice->Reset(&presentParameters);
michael@0 2147 }
michael@0 2148 }
michael@0 2149
michael@0 2150 lost = testDeviceLost(false);
michael@0 2151 attempts --;
michael@0 2152 }
michael@0 2153
michael@0 2154 if (FAILED(result))
michael@0 2155 {
michael@0 2156 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
michael@0 2157 return false;
michael@0 2158 }
michael@0 2159
michael@0 2160 // reset device defaults
michael@0 2161 initializeDevice();
michael@0 2162 mDeviceLost = false;
michael@0 2163
michael@0 2164 return true;
michael@0 2165 }
michael@0 2166
michael@0 2167 DWORD Renderer9::getAdapterVendor() const
michael@0 2168 {
michael@0 2169 return mAdapterIdentifier.VendorId;
michael@0 2170 }
michael@0 2171
michael@0 2172 std::string Renderer9::getRendererDescription() const
michael@0 2173 {
michael@0 2174 std::ostringstream rendererString;
michael@0 2175
michael@0 2176 rendererString << mAdapterIdentifier.Description;
michael@0 2177 if (getShareHandleSupport())
michael@0 2178 {
michael@0 2179 rendererString << " Direct3D9Ex";
michael@0 2180 }
michael@0 2181 else
michael@0 2182 {
michael@0 2183 rendererString << " Direct3D9";
michael@0 2184 }
michael@0 2185
michael@0 2186 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
michael@0 2187 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
michael@0 2188
michael@0 2189 return rendererString.str();
michael@0 2190 }
michael@0 2191
michael@0 2192 GUID Renderer9::getAdapterIdentifier() const
michael@0 2193 {
michael@0 2194 return mAdapterIdentifier.DeviceIdentifier;
michael@0 2195 }
michael@0 2196
michael@0 2197 void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
michael@0 2198 {
michael@0 2199 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
michael@0 2200 {
michael@0 2201 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
michael@0 2202 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
michael@0 2203
michael@0 2204 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
michael@0 2205 }
michael@0 2206 }
michael@0 2207
michael@0 2208 bool Renderer9::getBGRATextureSupport() const
michael@0 2209 {
michael@0 2210 // DirectX 9 always supports BGRA
michael@0 2211 return true;
michael@0 2212 }
michael@0 2213
michael@0 2214 bool Renderer9::getDXT1TextureSupport()
michael@0 2215 {
michael@0 2216 return mDXT1TextureSupport;
michael@0 2217 }
michael@0 2218
michael@0 2219 bool Renderer9::getDXT3TextureSupport()
michael@0 2220 {
michael@0 2221 return mDXT3TextureSupport;
michael@0 2222 }
michael@0 2223
michael@0 2224 bool Renderer9::getDXT5TextureSupport()
michael@0 2225 {
michael@0 2226 return mDXT5TextureSupport;
michael@0 2227 }
michael@0 2228
michael@0 2229 bool Renderer9::getDepthTextureSupport() const
michael@0 2230 {
michael@0 2231 return mDepthTextureSupport;
michael@0 2232 }
michael@0 2233
michael@0 2234 bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
michael@0 2235 {
michael@0 2236 *filtering = mFloat32FilterSupport;
michael@0 2237 *renderable = mFloat32RenderSupport;
michael@0 2238 return mFloat32TextureSupport;
michael@0 2239 }
michael@0 2240
michael@0 2241 bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
michael@0 2242 {
michael@0 2243 *filtering = mFloat16FilterSupport;
michael@0 2244 *renderable = mFloat16RenderSupport;
michael@0 2245 return mFloat16TextureSupport;
michael@0 2246 }
michael@0 2247
michael@0 2248 bool Renderer9::getLuminanceTextureSupport()
michael@0 2249 {
michael@0 2250 return mLuminanceTextureSupport;
michael@0 2251 }
michael@0 2252
michael@0 2253 bool Renderer9::getLuminanceAlphaTextureSupport()
michael@0 2254 {
michael@0 2255 return mLuminanceAlphaTextureSupport;
michael@0 2256 }
michael@0 2257
michael@0 2258 bool Renderer9::getTextureFilterAnisotropySupport() const
michael@0 2259 {
michael@0 2260 return mSupportsTextureFilterAnisotropy;
michael@0 2261 }
michael@0 2262
michael@0 2263 float Renderer9::getTextureMaxAnisotropy() const
michael@0 2264 {
michael@0 2265 if (mSupportsTextureFilterAnisotropy)
michael@0 2266 {
michael@0 2267 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
michael@0 2268 }
michael@0 2269 return 1.0f;
michael@0 2270 }
michael@0 2271
michael@0 2272 bool Renderer9::getEventQuerySupport()
michael@0 2273 {
michael@0 2274 return mEventQuerySupport;
michael@0 2275 }
michael@0 2276
michael@0 2277 unsigned int Renderer9::getMaxVertexTextureImageUnits() const
michael@0 2278 {
michael@0 2279 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
michael@0 2280 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
michael@0 2281 }
michael@0 2282
michael@0 2283 unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
michael@0 2284 {
michael@0 2285 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
michael@0 2286 }
michael@0 2287
michael@0 2288 unsigned int Renderer9::getReservedVertexUniformVectors() const
michael@0 2289 {
michael@0 2290 return 2; // dx_ViewAdjust and dx_DepthRange.
michael@0 2291 }
michael@0 2292
michael@0 2293 unsigned int Renderer9::getReservedFragmentUniformVectors() const
michael@0 2294 {
michael@0 2295 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
michael@0 2296 }
michael@0 2297
michael@0 2298 unsigned int Renderer9::getMaxVertexUniformVectors() const
michael@0 2299 {
michael@0 2300 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
michael@0 2301 }
michael@0 2302
michael@0 2303 unsigned int Renderer9::getMaxFragmentUniformVectors() const
michael@0 2304 {
michael@0 2305 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
michael@0 2306
michael@0 2307 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
michael@0 2308 }
michael@0 2309
michael@0 2310 unsigned int Renderer9::getMaxVaryingVectors() const
michael@0 2311 {
michael@0 2312 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
michael@0 2313 }
michael@0 2314
michael@0 2315 bool Renderer9::getNonPower2TextureSupport() const
michael@0 2316 {
michael@0 2317 return mSupportsNonPower2Textures;
michael@0 2318 }
michael@0 2319
michael@0 2320 bool Renderer9::getOcclusionQuerySupport() const
michael@0 2321 {
michael@0 2322 return mOcclusionQuerySupport;
michael@0 2323 }
michael@0 2324
michael@0 2325 bool Renderer9::getInstancingSupport() const
michael@0 2326 {
michael@0 2327 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
michael@0 2328 }
michael@0 2329
michael@0 2330 bool Renderer9::getShareHandleSupport() const
michael@0 2331 {
michael@0 2332 // PIX doesn't seem to support using share handles, so disable them.
michael@0 2333 return (mD3d9Ex != NULL) && !gl::perfActive();
michael@0 2334 }
michael@0 2335
michael@0 2336 bool Renderer9::getDerivativeInstructionSupport() const
michael@0 2337 {
michael@0 2338 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
michael@0 2339 }
michael@0 2340
michael@0 2341 bool Renderer9::getPostSubBufferSupport() const
michael@0 2342 {
michael@0 2343 return true;
michael@0 2344 }
michael@0 2345
michael@0 2346 int Renderer9::getMajorShaderModel() const
michael@0 2347 {
michael@0 2348 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
michael@0 2349 }
michael@0 2350
michael@0 2351 float Renderer9::getMaxPointSize() const
michael@0 2352 {
michael@0 2353 // Point size clamped at 1.0f for SM2
michael@0 2354 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
michael@0 2355 }
michael@0 2356
michael@0 2357 int Renderer9::getMaxViewportDimension() const
michael@0 2358 {
michael@0 2359 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
michael@0 2360 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
michael@0 2361 return maxTextureDimension;
michael@0 2362 }
michael@0 2363
michael@0 2364 int Renderer9::getMaxTextureWidth() const
michael@0 2365 {
michael@0 2366 return (int)mDeviceCaps.MaxTextureWidth;
michael@0 2367 }
michael@0 2368
michael@0 2369 int Renderer9::getMaxTextureHeight() const
michael@0 2370 {
michael@0 2371 return (int)mDeviceCaps.MaxTextureHeight;
michael@0 2372 }
michael@0 2373
michael@0 2374 bool Renderer9::get32BitIndexSupport() const
michael@0 2375 {
michael@0 2376 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
michael@0 2377 }
michael@0 2378
michael@0 2379 DWORD Renderer9::getCapsDeclTypes() const
michael@0 2380 {
michael@0 2381 return mDeviceCaps.DeclTypes;
michael@0 2382 }
michael@0 2383
michael@0 2384 int Renderer9::getMinSwapInterval() const
michael@0 2385 {
michael@0 2386 return mMinSwapInterval;
michael@0 2387 }
michael@0 2388
michael@0 2389 int Renderer9::getMaxSwapInterval() const
michael@0 2390 {
michael@0 2391 return mMaxSwapInterval;
michael@0 2392 }
michael@0 2393
michael@0 2394 int Renderer9::getMaxSupportedSamples() const
michael@0 2395 {
michael@0 2396 return mMaxSupportedSamples;
michael@0 2397 }
michael@0 2398
michael@0 2399 int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
michael@0 2400 {
michael@0 2401 if (requested == 0)
michael@0 2402 {
michael@0 2403 return requested;
michael@0 2404 }
michael@0 2405
michael@0 2406 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
michael@0 2407 if (itr == mMultiSampleSupport.end())
michael@0 2408 {
michael@0 2409 if (format == D3DFMT_UNKNOWN)
michael@0 2410 return 0;
michael@0 2411 return -1;
michael@0 2412 }
michael@0 2413
michael@0 2414 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
michael@0 2415 {
michael@0 2416 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
michael@0 2417 {
michael@0 2418 return i;
michael@0 2419 }
michael@0 2420 }
michael@0 2421
michael@0 2422 return -1;
michael@0 2423 }
michael@0 2424
michael@0 2425 unsigned int Renderer9::getMaxRenderTargets() const
michael@0 2426 {
michael@0 2427 // we do not support MRT in d3d9
michael@0 2428 return 1;
michael@0 2429 }
michael@0 2430
michael@0 2431 D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
michael@0 2432 {
michael@0 2433 switch (internalformat)
michael@0 2434 {
michael@0 2435 case GL_DEPTH_COMPONENT16:
michael@0 2436 case GL_DEPTH_COMPONENT32_OES:
michael@0 2437 case GL_DEPTH24_STENCIL8_OES:
michael@0 2438 return D3DFMT_INTZ;
michael@0 2439 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
michael@0 2440 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
michael@0 2441 return D3DFMT_DXT1;
michael@0 2442 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
michael@0 2443 return D3DFMT_DXT3;
michael@0 2444 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
michael@0 2445 return D3DFMT_DXT5;
michael@0 2446 case GL_RGBA32F_EXT:
michael@0 2447 case GL_RGB32F_EXT:
michael@0 2448 case GL_ALPHA32F_EXT:
michael@0 2449 case GL_LUMINANCE32F_EXT:
michael@0 2450 case GL_LUMINANCE_ALPHA32F_EXT:
michael@0 2451 return D3DFMT_A32B32G32R32F;
michael@0 2452 case GL_RGBA16F_EXT:
michael@0 2453 case GL_RGB16F_EXT:
michael@0 2454 case GL_ALPHA16F_EXT:
michael@0 2455 case GL_LUMINANCE16F_EXT:
michael@0 2456 case GL_LUMINANCE_ALPHA16F_EXT:
michael@0 2457 return D3DFMT_A16B16G16R16F;
michael@0 2458 case GL_LUMINANCE8_EXT:
michael@0 2459 if (getLuminanceTextureSupport())
michael@0 2460 {
michael@0 2461 return D3DFMT_L8;
michael@0 2462 }
michael@0 2463 break;
michael@0 2464 case GL_LUMINANCE8_ALPHA8_EXT:
michael@0 2465 if (getLuminanceAlphaTextureSupport())
michael@0 2466 {
michael@0 2467 return D3DFMT_A8L8;
michael@0 2468 }
michael@0 2469 break;
michael@0 2470 case GL_RGB8_OES:
michael@0 2471 case GL_RGB565:
michael@0 2472 return D3DFMT_X8R8G8B8;
michael@0 2473 }
michael@0 2474
michael@0 2475 return D3DFMT_A8R8G8B8;
michael@0 2476 }
michael@0 2477
michael@0 2478 bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
michael@0 2479 {
michael@0 2480 bool result = false;
michael@0 2481
michael@0 2482 if (source && dest)
michael@0 2483 {
michael@0 2484 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
michael@0 2485 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
michael@0 2486
michael@0 2487 int levels = source9->levelCount();
michael@0 2488 for (int i = 0; i < levels; ++i)
michael@0 2489 {
michael@0 2490 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
michael@0 2491 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
michael@0 2492
michael@0 2493 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
michael@0 2494
michael@0 2495 if (srcSurf) srcSurf->Release();
michael@0 2496 if (dstSurf) dstSurf->Release();
michael@0 2497
michael@0 2498 if (!result)
michael@0 2499 return false;
michael@0 2500 }
michael@0 2501 }
michael@0 2502
michael@0 2503 return result;
michael@0 2504 }
michael@0 2505
michael@0 2506 bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
michael@0 2507 {
michael@0 2508 bool result = false;
michael@0 2509
michael@0 2510 if (source && dest)
michael@0 2511 {
michael@0 2512 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
michael@0 2513 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
michael@0 2514 int levels = source9->levelCount();
michael@0 2515 for (int f = 0; f < 6; f++)
michael@0 2516 {
michael@0 2517 for (int i = 0; i < levels; i++)
michael@0 2518 {
michael@0 2519 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
michael@0 2520 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
michael@0 2521
michael@0 2522 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
michael@0 2523
michael@0 2524 if (srcSurf) srcSurf->Release();
michael@0 2525 if (dstSurf) dstSurf->Release();
michael@0 2526
michael@0 2527 if (!result)
michael@0 2528 return false;
michael@0 2529 }
michael@0 2530 }
michael@0 2531 }
michael@0 2532
michael@0 2533 return result;
michael@0 2534 }
michael@0 2535
michael@0 2536 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
michael@0 2537 {
michael@0 2538 if (mD3d9Ex != NULL)
michael@0 2539 {
michael@0 2540 return D3DPOOL_DEFAULT;
michael@0 2541 }
michael@0 2542 else
michael@0 2543 {
michael@0 2544 if (!(usage & D3DUSAGE_DYNAMIC))
michael@0 2545 {
michael@0 2546 return D3DPOOL_MANAGED;
michael@0 2547 }
michael@0 2548 }
michael@0 2549
michael@0 2550 return D3DPOOL_DEFAULT;
michael@0 2551 }
michael@0 2552
michael@0 2553 bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
michael@0 2554 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
michael@0 2555 {
michael@0 2556 RECT rect;
michael@0 2557 rect.left = sourceRect.x;
michael@0 2558 rect.top = sourceRect.y;
michael@0 2559 rect.right = sourceRect.x + sourceRect.width;
michael@0 2560 rect.bottom = sourceRect.y + sourceRect.height;
michael@0 2561
michael@0 2562 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
michael@0 2563 }
michael@0 2564
michael@0 2565 bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
michael@0 2566 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
michael@0 2567 {
michael@0 2568 RECT rect;
michael@0 2569 rect.left = sourceRect.x;
michael@0 2570 rect.top = sourceRect.y;
michael@0 2571 rect.right = sourceRect.x + sourceRect.width;
michael@0 2572 rect.bottom = sourceRect.y + sourceRect.height;
michael@0 2573
michael@0 2574 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
michael@0 2575 }
michael@0 2576
michael@0 2577 bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
michael@0 2578 bool blitRenderTarget, bool blitDepthStencil)
michael@0 2579 {
michael@0 2580 endScene();
michael@0 2581
michael@0 2582 if (blitRenderTarget)
michael@0 2583 {
michael@0 2584 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
michael@0 2585 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
michael@0 2586 RenderTarget9 *readRenderTarget = NULL;
michael@0 2587 RenderTarget9 *drawRenderTarget = NULL;
michael@0 2588 IDirect3DSurface9* readSurface = NULL;
michael@0 2589 IDirect3DSurface9* drawSurface = NULL;
michael@0 2590
michael@0 2591 if (readBuffer)
michael@0 2592 {
michael@0 2593 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
michael@0 2594 }
michael@0 2595 if (drawBuffer)
michael@0 2596 {
michael@0 2597 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
michael@0 2598 }
michael@0 2599
michael@0 2600 if (readRenderTarget)
michael@0 2601 {
michael@0 2602 readSurface = readRenderTarget->getSurface();
michael@0 2603 }
michael@0 2604 if (drawRenderTarget)
michael@0 2605 {
michael@0 2606 drawSurface = drawRenderTarget->getSurface();
michael@0 2607 }
michael@0 2608
michael@0 2609 if (!readSurface || !drawSurface)
michael@0 2610 {
michael@0 2611 ERR("Failed to retrieve the render target.");
michael@0 2612 return gl::error(GL_OUT_OF_MEMORY, false);
michael@0 2613 }
michael@0 2614
michael@0 2615 RECT srcRect;
michael@0 2616 srcRect.left = readRect.x;
michael@0 2617 srcRect.right = readRect.x + readRect.width;
michael@0 2618 srcRect.top = readRect.y;
michael@0 2619 srcRect.bottom = readRect.y + readRect.height;
michael@0 2620
michael@0 2621 RECT dstRect;
michael@0 2622 dstRect.left = drawRect.x;
michael@0 2623 dstRect.right = drawRect.x + drawRect.width;
michael@0 2624 dstRect.top = drawRect.y;
michael@0 2625 dstRect.bottom = drawRect.y + drawRect.height;
michael@0 2626
michael@0 2627 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
michael@0 2628
michael@0 2629 readSurface->Release();
michael@0 2630 drawSurface->Release();
michael@0 2631
michael@0 2632 if (FAILED(result))
michael@0 2633 {
michael@0 2634 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
michael@0 2635 return false;
michael@0 2636 }
michael@0 2637 }
michael@0 2638
michael@0 2639 if (blitDepthStencil)
michael@0 2640 {
michael@0 2641 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
michael@0 2642 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
michael@0 2643 RenderTarget9 *readDepthStencil = NULL;
michael@0 2644 RenderTarget9 *drawDepthStencil = NULL;
michael@0 2645 IDirect3DSurface9* readSurface = NULL;
michael@0 2646 IDirect3DSurface9* drawSurface = NULL;
michael@0 2647
michael@0 2648 if (readBuffer)
michael@0 2649 {
michael@0 2650 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
michael@0 2651 }
michael@0 2652 if (drawBuffer)
michael@0 2653 {
michael@0 2654 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
michael@0 2655 }
michael@0 2656
michael@0 2657 if (readDepthStencil)
michael@0 2658 {
michael@0 2659 readSurface = readDepthStencil->getSurface();
michael@0 2660 }
michael@0 2661 if (drawDepthStencil)
michael@0 2662 {
michael@0 2663 drawSurface = drawDepthStencil->getSurface();
michael@0 2664 }
michael@0 2665
michael@0 2666 if (!readSurface || !drawSurface)
michael@0 2667 {
michael@0 2668 ERR("Failed to retrieve the render target.");
michael@0 2669 return gl::error(GL_OUT_OF_MEMORY, false);
michael@0 2670 }
michael@0 2671
michael@0 2672 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
michael@0 2673
michael@0 2674 readSurface->Release();
michael@0 2675 drawSurface->Release();
michael@0 2676
michael@0 2677 if (FAILED(result))
michael@0 2678 {
michael@0 2679 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
michael@0 2680 return false;
michael@0 2681 }
michael@0 2682 }
michael@0 2683
michael@0 2684 return true;
michael@0 2685 }
michael@0 2686
michael@0 2687 void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
michael@0 2688 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
michael@0 2689 {
michael@0 2690 RenderTarget9 *renderTarget = NULL;
michael@0 2691 IDirect3DSurface9 *surface = NULL;
michael@0 2692 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
michael@0 2693
michael@0 2694 if (colorbuffer)
michael@0 2695 {
michael@0 2696 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
michael@0 2697 }
michael@0 2698
michael@0 2699 if (renderTarget)
michael@0 2700 {
michael@0 2701 surface = renderTarget->getSurface();
michael@0 2702 }
michael@0 2703
michael@0 2704 if (!surface)
michael@0 2705 {
michael@0 2706 // context must be lost
michael@0 2707 return;
michael@0 2708 }
michael@0 2709
michael@0 2710 D3DSURFACE_DESC desc;
michael@0 2711 surface->GetDesc(&desc);
michael@0 2712
michael@0 2713 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
michael@0 2714 {
michael@0 2715 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
michael@0 2716 surface->Release();
michael@0 2717 return gl::error(GL_OUT_OF_MEMORY);
michael@0 2718 }
michael@0 2719
michael@0 2720 HRESULT result;
michael@0 2721 IDirect3DSurface9 *systemSurface = NULL;
michael@0 2722 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
michael@0 2723 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
michael@0 2724 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
michael@0 2725 if (directToPixels)
michael@0 2726 {
michael@0 2727 // Use the pixels ptr as a shared handle to write directly into client's memory
michael@0 2728 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
michael@0 2729 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
michael@0 2730 if (FAILED(result))
michael@0 2731 {
michael@0 2732 // Try again without the shared handle
michael@0 2733 directToPixels = false;
michael@0 2734 }
michael@0 2735 }
michael@0 2736
michael@0 2737 if (!directToPixels)
michael@0 2738 {
michael@0 2739 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
michael@0 2740 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
michael@0 2741 if (FAILED(result))
michael@0 2742 {
michael@0 2743 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
michael@0 2744 surface->Release();
michael@0 2745 return gl::error(GL_OUT_OF_MEMORY);
michael@0 2746 }
michael@0 2747 }
michael@0 2748
michael@0 2749 result = mDevice->GetRenderTargetData(surface, systemSurface);
michael@0 2750 surface->Release();
michael@0 2751 surface = NULL;
michael@0 2752
michael@0 2753 if (FAILED(result))
michael@0 2754 {
michael@0 2755 systemSurface->Release();
michael@0 2756
michael@0 2757 // It turns out that D3D will sometimes produce more error
michael@0 2758 // codes than those documented.
michael@0 2759 if (d3d9::isDeviceLostError(result))
michael@0 2760 {
michael@0 2761 notifyDeviceLost();
michael@0 2762 return gl::error(GL_OUT_OF_MEMORY);
michael@0 2763 }
michael@0 2764 else
michael@0 2765 {
michael@0 2766 UNREACHABLE();
michael@0 2767 return;
michael@0 2768 }
michael@0 2769
michael@0 2770 }
michael@0 2771
michael@0 2772 if (directToPixels)
michael@0 2773 {
michael@0 2774 systemSurface->Release();
michael@0 2775 return;
michael@0 2776 }
michael@0 2777
michael@0 2778 RECT rect;
michael@0 2779 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
michael@0 2780 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
michael@0 2781 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
michael@0 2782 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
michael@0 2783
michael@0 2784 D3DLOCKED_RECT lock;
michael@0 2785 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
michael@0 2786
michael@0 2787 if (FAILED(result))
michael@0 2788 {
michael@0 2789 UNREACHABLE();
michael@0 2790 systemSurface->Release();
michael@0 2791
michael@0 2792 return; // No sensible error to generate
michael@0 2793 }
michael@0 2794
michael@0 2795 unsigned char *dest = (unsigned char*)pixels;
michael@0 2796 unsigned short *dest16 = (unsigned short*)pixels;
michael@0 2797
michael@0 2798 unsigned char *source;
michael@0 2799 int inputPitch;
michael@0 2800 if (packReverseRowOrder)
michael@0 2801 {
michael@0 2802 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
michael@0 2803 inputPitch = -lock.Pitch;
michael@0 2804 }
michael@0 2805 else
michael@0 2806 {
michael@0 2807 source = (unsigned char*)lock.pBits;
michael@0 2808 inputPitch = lock.Pitch;
michael@0 2809 }
michael@0 2810
michael@0 2811 unsigned int fastPixelSize = 0;
michael@0 2812
michael@0 2813 if (desc.Format == D3DFMT_A8R8G8B8 &&
michael@0 2814 format == GL_BGRA_EXT &&
michael@0 2815 type == GL_UNSIGNED_BYTE)
michael@0 2816 {
michael@0 2817 fastPixelSize = 4;
michael@0 2818 }
michael@0 2819 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
michael@0 2820 format == GL_BGRA_EXT &&
michael@0 2821 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
michael@0 2822 (desc.Format == D3DFMT_A1R5G5B5 &&
michael@0 2823 format == GL_BGRA_EXT &&
michael@0 2824 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
michael@0 2825 {
michael@0 2826 fastPixelSize = 2;
michael@0 2827 }
michael@0 2828 else if (desc.Format == D3DFMT_A16B16G16R16F &&
michael@0 2829 format == GL_RGBA &&
michael@0 2830 type == GL_HALF_FLOAT_OES)
michael@0 2831 {
michael@0 2832 fastPixelSize = 8;
michael@0 2833 }
michael@0 2834 else if (desc.Format == D3DFMT_A32B32G32R32F &&
michael@0 2835 format == GL_RGBA &&
michael@0 2836 type == GL_FLOAT)
michael@0 2837 {
michael@0 2838 fastPixelSize = 16;
michael@0 2839 }
michael@0 2840
michael@0 2841 for (int j = 0; j < rect.bottom - rect.top; j++)
michael@0 2842 {
michael@0 2843 if (fastPixelSize != 0)
michael@0 2844 {
michael@0 2845 // Fast path for formats which require no translation:
michael@0 2846 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
michael@0 2847 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
michael@0 2848 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
michael@0 2849 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
michael@0 2850 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
michael@0 2851 //
michael@0 2852 // Note that buffers with no alpha go through the slow path below.
michael@0 2853 memcpy(dest + j * outputPitch,
michael@0 2854 source + j * inputPitch,
michael@0 2855 (rect.right - rect.left) * fastPixelSize);
michael@0 2856 continue;
michael@0 2857 }
michael@0 2858 else if (desc.Format == D3DFMT_A8R8G8B8 &&
michael@0 2859 format == GL_RGBA &&
michael@0 2860 type == GL_UNSIGNED_BYTE)
michael@0 2861 {
michael@0 2862 // Fast path for swapping red with blue
michael@0 2863 for (int i = 0; i < rect.right - rect.left; i++)
michael@0 2864 {
michael@0 2865 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
michael@0 2866 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
michael@0 2867 (argb & 0xFF00FF00) | // Keep alpha and green
michael@0 2868 (argb & 0x00FF0000) >> 16 | // Move red to blue
michael@0 2869 (argb & 0x000000FF) << 16; // Move blue to red
michael@0 2870 }
michael@0 2871 continue;
michael@0 2872 }
michael@0 2873
michael@0 2874 for (int i = 0; i < rect.right - rect.left; i++)
michael@0 2875 {
michael@0 2876 float r;
michael@0 2877 float g;
michael@0 2878 float b;
michael@0 2879 float a;
michael@0 2880
michael@0 2881 switch (desc.Format)
michael@0 2882 {
michael@0 2883 case D3DFMT_R5G6B5:
michael@0 2884 {
michael@0 2885 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
michael@0 2886
michael@0 2887 a = 1.0f;
michael@0 2888 b = (rgb & 0x001F) * (1.0f / 0x001F);
michael@0 2889 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
michael@0 2890 r = (rgb & 0xF800) * (1.0f / 0xF800);
michael@0 2891 }
michael@0 2892 break;
michael@0 2893 case D3DFMT_A1R5G5B5:
michael@0 2894 {
michael@0 2895 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
michael@0 2896
michael@0 2897 a = (argb & 0x8000) ? 1.0f : 0.0f;
michael@0 2898 b = (argb & 0x001F) * (1.0f / 0x001F);
michael@0 2899 g = (argb & 0x03E0) * (1.0f / 0x03E0);
michael@0 2900 r = (argb & 0x7C00) * (1.0f / 0x7C00);
michael@0 2901 }
michael@0 2902 break;
michael@0 2903 case D3DFMT_A8R8G8B8:
michael@0 2904 {
michael@0 2905 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
michael@0 2906
michael@0 2907 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
michael@0 2908 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
michael@0 2909 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
michael@0 2910 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
michael@0 2911 }
michael@0 2912 break;
michael@0 2913 case D3DFMT_X8R8G8B8:
michael@0 2914 {
michael@0 2915 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
michael@0 2916
michael@0 2917 a = 1.0f;
michael@0 2918 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
michael@0 2919 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
michael@0 2920 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
michael@0 2921 }
michael@0 2922 break;
michael@0 2923 case D3DFMT_A2R10G10B10:
michael@0 2924 {
michael@0 2925 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
michael@0 2926
michael@0 2927 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
michael@0 2928 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
michael@0 2929 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
michael@0 2930 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
michael@0 2931 }
michael@0 2932 break;
michael@0 2933 case D3DFMT_A32B32G32R32F:
michael@0 2934 {
michael@0 2935 // float formats in D3D are stored rgba, rather than the other way round
michael@0 2936 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
michael@0 2937 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
michael@0 2938 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
michael@0 2939 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
michael@0 2940 }
michael@0 2941 break;
michael@0 2942 case D3DFMT_A16B16G16R16F:
michael@0 2943 {
michael@0 2944 // float formats in D3D are stored rgba, rather than the other way round
michael@0 2945 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
michael@0 2946 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
michael@0 2947 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
michael@0 2948 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
michael@0 2949 }
michael@0 2950 break;
michael@0 2951 default:
michael@0 2952 UNIMPLEMENTED(); // FIXME
michael@0 2953 UNREACHABLE();
michael@0 2954 return;
michael@0 2955 }
michael@0 2956
michael@0 2957 switch (format)
michael@0 2958 {
michael@0 2959 case GL_RGBA:
michael@0 2960 switch (type)
michael@0 2961 {
michael@0 2962 case GL_UNSIGNED_BYTE:
michael@0 2963 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
michael@0 2964 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
michael@0 2965 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
michael@0 2966 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
michael@0 2967 break;
michael@0 2968 default: UNREACHABLE();
michael@0 2969 }
michael@0 2970 break;
michael@0 2971 case GL_BGRA_EXT:
michael@0 2972 switch (type)
michael@0 2973 {
michael@0 2974 case GL_UNSIGNED_BYTE:
michael@0 2975 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
michael@0 2976 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
michael@0 2977 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
michael@0 2978 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
michael@0 2979 break;
michael@0 2980 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
michael@0 2981 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
michael@0 2982 // this type is packed as follows:
michael@0 2983 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
michael@0 2984 // --------------------------------------------------------------------------------
michael@0 2985 // | 4th | 3rd | 2nd | 1st component |
michael@0 2986 // --------------------------------------------------------------------------------
michael@0 2987 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
michael@0 2988 dest16[i + j * outputPitch / sizeof(unsigned short)] =
michael@0 2989 ((unsigned short)(15 * a + 0.5f) << 12)|
michael@0 2990 ((unsigned short)(15 * r + 0.5f) << 8) |
michael@0 2991 ((unsigned short)(15 * g + 0.5f) << 4) |
michael@0 2992 ((unsigned short)(15 * b + 0.5f) << 0);
michael@0 2993 break;
michael@0 2994 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
michael@0 2995 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
michael@0 2996 // this type is packed as follows:
michael@0 2997 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
michael@0 2998 // --------------------------------------------------------------------------------
michael@0 2999 // | 4th | 3rd | 2nd | 1st component |
michael@0 3000 // --------------------------------------------------------------------------------
michael@0 3001 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
michael@0 3002 dest16[i + j * outputPitch / sizeof(unsigned short)] =
michael@0 3003 ((unsigned short)( a + 0.5f) << 15) |
michael@0 3004 ((unsigned short)(31 * r + 0.5f) << 10) |
michael@0 3005 ((unsigned short)(31 * g + 0.5f) << 5) |
michael@0 3006 ((unsigned short)(31 * b + 0.5f) << 0);
michael@0 3007 break;
michael@0 3008 default: UNREACHABLE();
michael@0 3009 }
michael@0 3010 break;
michael@0 3011 case GL_RGB:
michael@0 3012 switch (type)
michael@0 3013 {
michael@0 3014 case GL_UNSIGNED_SHORT_5_6_5:
michael@0 3015 dest16[i + j * outputPitch / sizeof(unsigned short)] =
michael@0 3016 ((unsigned short)(31 * b + 0.5f) << 0) |
michael@0 3017 ((unsigned short)(63 * g + 0.5f) << 5) |
michael@0 3018 ((unsigned short)(31 * r + 0.5f) << 11);
michael@0 3019 break;
michael@0 3020 case GL_UNSIGNED_BYTE:
michael@0 3021 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
michael@0 3022 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
michael@0 3023 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
michael@0 3024 break;
michael@0 3025 default: UNREACHABLE();
michael@0 3026 }
michael@0 3027 break;
michael@0 3028 default: UNREACHABLE();
michael@0 3029 }
michael@0 3030 }
michael@0 3031 }
michael@0 3032
michael@0 3033 systemSurface->UnlockRect();
michael@0 3034
michael@0 3035 systemSurface->Release();
michael@0 3036 }
michael@0 3037
michael@0 3038 RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
michael@0 3039 {
michael@0 3040 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
michael@0 3041 IDirect3DSurface9 *surface = NULL;
michael@0 3042 if (depth)
michael@0 3043 {
michael@0 3044 surface = swapChain9->getDepthStencil();
michael@0 3045 }
michael@0 3046 else
michael@0 3047 {
michael@0 3048 surface = swapChain9->getRenderTarget();
michael@0 3049 }
michael@0 3050
michael@0 3051 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
michael@0 3052
michael@0 3053 return renderTarget;
michael@0 3054 }
michael@0 3055
michael@0 3056 RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
michael@0 3057 {
michael@0 3058 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
michael@0 3059 return renderTarget;
michael@0 3060 }
michael@0 3061
michael@0 3062 ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
michael@0 3063 {
michael@0 3064 ShaderExecutable9 *executable = NULL;
michael@0 3065
michael@0 3066 switch (type)
michael@0 3067 {
michael@0 3068 case rx::SHADER_VERTEX:
michael@0 3069 {
michael@0 3070 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
michael@0 3071 if (vshader)
michael@0 3072 {
michael@0 3073 executable = new ShaderExecutable9(function, length, vshader);
michael@0 3074 }
michael@0 3075 }
michael@0 3076 break;
michael@0 3077 case rx::SHADER_PIXEL:
michael@0 3078 {
michael@0 3079 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
michael@0 3080 if (pshader)
michael@0 3081 {
michael@0 3082 executable = new ShaderExecutable9(function, length, pshader);
michael@0 3083 }
michael@0 3084 }
michael@0 3085 break;
michael@0 3086 default:
michael@0 3087 UNREACHABLE();
michael@0 3088 break;
michael@0 3089 }
michael@0 3090
michael@0 3091 return executable;
michael@0 3092 }
michael@0 3093
michael@0 3094 ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
michael@0 3095 {
michael@0 3096 const char *profile = NULL;
michael@0 3097
michael@0 3098 switch (type)
michael@0 3099 {
michael@0 3100 case rx::SHADER_VERTEX:
michael@0 3101 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
michael@0 3102 break;
michael@0 3103 case rx::SHADER_PIXEL:
michael@0 3104 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
michael@0 3105 break;
michael@0 3106 default:
michael@0 3107 UNREACHABLE();
michael@0 3108 return NULL;
michael@0 3109 }
michael@0 3110
michael@0 3111 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
michael@0 3112 if (!binary)
michael@0 3113 return NULL;
michael@0 3114
michael@0 3115 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
michael@0 3116 binary->Release();
michael@0 3117
michael@0 3118 return executable;
michael@0 3119 }
michael@0 3120
michael@0 3121 bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
michael@0 3122 {
michael@0 3123 return mBlit->boxFilter(source, dest);
michael@0 3124 }
michael@0 3125
michael@0 3126 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
michael@0 3127 {
michael@0 3128 if (mD3d9Ex != NULL)
michael@0 3129 {
michael@0 3130 return D3DPOOL_DEFAULT;
michael@0 3131 }
michael@0 3132 else
michael@0 3133 {
michael@0 3134 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
michael@0 3135 {
michael@0 3136 return D3DPOOL_DEFAULT;
michael@0 3137 }
michael@0 3138 }
michael@0 3139
michael@0 3140 return D3DPOOL_DEFAULT;
michael@0 3141 }
michael@0 3142
michael@0 3143 bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
michael@0 3144 {
michael@0 3145 if (source && dest)
michael@0 3146 {
michael@0 3147 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
michael@0 3148
michael@0 3149 if (fromManaged)
michael@0 3150 {
michael@0 3151 D3DSURFACE_DESC desc;
michael@0 3152 source->GetDesc(&desc);
michael@0 3153
michael@0 3154 IDirect3DSurface9 *surf = 0;
michael@0 3155 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
michael@0 3156
michael@0 3157 if (SUCCEEDED(result))
michael@0 3158 {
michael@0 3159 Image9::copyLockableSurfaces(surf, source);
michael@0 3160 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
michael@0 3161 surf->Release();
michael@0 3162 }
michael@0 3163 }
michael@0 3164 else
michael@0 3165 {
michael@0 3166 endScene();
michael@0 3167 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
michael@0 3168 }
michael@0 3169
michael@0 3170 if (FAILED(result))
michael@0 3171 {
michael@0 3172 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
michael@0 3173 return false;
michael@0 3174 }
michael@0 3175 }
michael@0 3176
michael@0 3177 return true;
michael@0 3178 }
michael@0 3179
michael@0 3180 Image *Renderer9::createImage()
michael@0 3181 {
michael@0 3182 return new Image9();
michael@0 3183 }
michael@0 3184
michael@0 3185 void Renderer9::generateMipmap(Image *dest, Image *src)
michael@0 3186 {
michael@0 3187 Image9 *src9 = Image9::makeImage9(src);
michael@0 3188 Image9 *dst9 = Image9::makeImage9(dest);
michael@0 3189 Image9::generateMipmap(dst9, src9);
michael@0 3190 }
michael@0 3191
michael@0 3192 TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
michael@0 3193 {
michael@0 3194 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
michael@0 3195 return new TextureStorage9_2D(this, swapChain9);
michael@0 3196 }
michael@0 3197
michael@0 3198 TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
michael@0 3199 {
michael@0 3200 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
michael@0 3201 }
michael@0 3202
michael@0 3203 TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
michael@0 3204 {
michael@0 3205 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
michael@0 3206 }
michael@0 3207
michael@0 3208 bool Renderer9::getLUID(LUID *adapterLuid) const
michael@0 3209 {
michael@0 3210 adapterLuid->HighPart = 0;
michael@0 3211 adapterLuid->LowPart = 0;
michael@0 3212
michael@0 3213 if (mD3d9Ex)
michael@0 3214 {
michael@0 3215 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
michael@0 3216 return true;
michael@0 3217 }
michael@0 3218
michael@0 3219 return false;
michael@0 3220 }
michael@0 3221
michael@0 3222 }

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