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

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TOR_BUG_3246
changeset 7
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-1:000000000000 0:a588c3608b65
1 #include "precompiled.h"
2 //
3 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
6 //
7
8 // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
9
10 #include "libGLESv2/main.h"
11 #include "libGLESv2/Buffer.h"
12 #include "libGLESv2/Texture.h"
13 #include "libGLESv2/Framebuffer.h"
14 #include "libGLESv2/Renderbuffer.h"
15 #include "libGLESv2/ProgramBinary.h"
16 #include "libGLESv2/renderer/IndexDataManager.h"
17 #include "libGLESv2/renderer/Renderer9.h"
18 #include "libGLESv2/renderer/renderer9_utils.h"
19 #include "libGLESv2/renderer/ShaderExecutable9.h"
20 #include "libGLESv2/renderer/SwapChain9.h"
21 #include "libGLESv2/renderer/TextureStorage9.h"
22 #include "libGLESv2/renderer/Image9.h"
23 #include "libGLESv2/renderer/Blit.h"
24 #include "libGLESv2/renderer/RenderTarget9.h"
25 #include "libGLESv2/renderer/VertexBuffer9.h"
26 #include "libGLESv2/renderer/IndexBuffer9.h"
27 #include "libGLESv2/renderer/BufferStorage9.h"
28 #include "libGLESv2/renderer/Query9.h"
29 #include "libGLESv2/renderer/Fence9.h"
30
31 #include "libEGL/Display.h"
32
33 // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros
34 #define REF_RAST 0
35
36 // The "Debug This Pixel..." feature in PIX often fails when using the
37 // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7
38 // machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file.
39 #if !defined(ANGLE_ENABLE_D3D9EX)
40 // Enables use of the IDirect3D9Ex interface, when available
41 #define ANGLE_ENABLE_D3D9EX 1
42 #endif // !defined(ANGLE_ENABLE_D3D9EX)
43
44 namespace rx
45 {
46 static const D3DFORMAT RenderTargetFormats[] =
47 {
48 D3DFMT_A1R5G5B5,
49 // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value.
50 D3DFMT_A8R8G8B8,
51 D3DFMT_R5G6B5,
52 // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format
53 D3DFMT_X8R8G8B8
54 };
55
56 static const D3DFORMAT DepthStencilFormats[] =
57 {
58 D3DFMT_UNKNOWN,
59 // D3DFMT_D16_LOCKABLE,
60 D3DFMT_D32,
61 // D3DFMT_D15S1,
62 D3DFMT_D24S8,
63 D3DFMT_D24X8,
64 // D3DFMT_D24X4S4,
65 D3DFMT_D16,
66 // D3DFMT_D32F_LOCKABLE,
67 // D3DFMT_D24FS8
68 };
69
70 enum
71 {
72 MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
73 MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
74 MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
75 MAX_VARYING_VECTORS_SM2 = 8,
76 MAX_VARYING_VECTORS_SM3 = 10,
77
78 MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
79 };
80
81 Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
82 {
83 mD3d9Module = NULL;
84
85 mD3d9 = NULL;
86 mD3d9Ex = NULL;
87 mDevice = NULL;
88 mDeviceEx = NULL;
89 mDeviceWindow = NULL;
90 mBlit = NULL;
91
92 mAdapter = D3DADAPTER_DEFAULT;
93
94 #if REF_RAST == 1 || defined(FORCE_REF_RAST)
95 mDeviceType = D3DDEVTYPE_REF;
96 #else
97 mDeviceType = D3DDEVTYPE_HAL;
98 #endif
99
100 mDeviceLost = false;
101
102 mMaxSupportedSamples = 0;
103
104 mMaskedClearSavedState = NULL;
105
106 mVertexDataManager = NULL;
107 mIndexDataManager = NULL;
108 mLineLoopIB = NULL;
109
110 mMaxNullColorbufferLRU = 0;
111 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
112 {
113 mNullColorbufferCache[i].lruCount = 0;
114 mNullColorbufferCache[i].width = 0;
115 mNullColorbufferCache[i].height = 0;
116 mNullColorbufferCache[i].buffer = NULL;
117 }
118 }
119
120 Renderer9::~Renderer9()
121 {
122 releaseDeviceResources();
123
124 if (mDevice)
125 {
126 // If the device is lost, reset it first to prevent leaving the driver in an unstable state
127 if (testDeviceLost(false))
128 {
129 resetDevice();
130 }
131
132 mDevice->Release();
133 mDevice = NULL;
134 }
135
136 if (mDeviceEx)
137 {
138 mDeviceEx->Release();
139 mDeviceEx = NULL;
140 }
141
142 if (mD3d9)
143 {
144 mD3d9->Release();
145 mD3d9 = NULL;
146 }
147
148 if (mDeviceWindow)
149 {
150 DestroyWindow(mDeviceWindow);
151 mDeviceWindow = NULL;
152 }
153
154 if (mD3d9Ex)
155 {
156 mD3d9Ex->Release();
157 mD3d9Ex = NULL;
158 }
159
160 if (mD3d9Module)
161 {
162 mD3d9Module = NULL;
163 }
164
165 while (!mMultiSampleSupport.empty())
166 {
167 delete [] mMultiSampleSupport.begin()->second;
168 mMultiSampleSupport.erase(mMultiSampleSupport.begin());
169 }
170 }
171
172 Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
173 {
174 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
175 return static_cast<rx::Renderer9*>(renderer);
176 }
177
178 EGLint Renderer9::initialize()
179 {
180 if (!initializeCompiler())
181 {
182 return EGL_NOT_INITIALIZED;
183 }
184
185 if (mSoftwareDevice)
186 {
187 mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
188 }
189 else
190 {
191 mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
192 }
193
194 if (mD3d9Module == NULL)
195 {
196 ERR("No D3D9 module found - aborting!\n");
197 return EGL_NOT_INITIALIZED;
198 }
199
200 typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
201 Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
202
203 // Use Direct3D9Ex if available. Among other things, this version is less
204 // inclined to report a lost context, for example when the user switches
205 // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
206 if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
207 {
208 ASSERT(mD3d9Ex);
209 mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
210 ASSERT(mD3d9);
211 }
212 else
213 {
214 mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
215 }
216
217 if (!mD3d9)
218 {
219 ERR("Could not create D3D9 device - aborting!\n");
220 return EGL_NOT_INITIALIZED;
221 }
222
223 if (mDc != NULL)
224 {
225 // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
226 }
227
228 HRESULT result;
229
230 // Give up on getting device caps after about one second.
231 for (int i = 0; i < 10; ++i)
232 {
233 result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
234 if (SUCCEEDED(result))
235 {
236 break;
237 }
238 else if (result == D3DERR_NOTAVAILABLE)
239 {
240 Sleep(100); // Give the driver some time to initialize/recover
241 }
242 else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
243 {
244 ERR("failed to get device caps (0x%x)\n", result);
245 return EGL_NOT_INITIALIZED;
246 }
247 }
248
249 if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0))
250 {
251 ERR("Renderer does not support PS 2.0. aborting!\n");
252 return EGL_NOT_INITIALIZED;
253 }
254
255 // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
256 // This is required by Texture2D::convertToRenderTarget.
257 if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
258 {
259 ERR("Renderer does not support stretctrect from textures!\n");
260 return EGL_NOT_INITIALIZED;
261 }
262
263 mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
264
265 // ATI cards on XP have problems with non-power-of-two textures.
266 mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
267 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
268 !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
269 !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
270
271 // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
272 mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
273
274 mMinSwapInterval = 4;
275 mMaxSwapInterval = 0;
276
277 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
278 {
279 mMinSwapInterval = std::min(mMinSwapInterval, 0);
280 mMaxSwapInterval = std::max(mMaxSwapInterval, 0);
281 }
282 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
283 {
284 mMinSwapInterval = std::min(mMinSwapInterval, 1);
285 mMaxSwapInterval = std::max(mMaxSwapInterval, 1);
286 }
287 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
288 {
289 mMinSwapInterval = std::min(mMinSwapInterval, 2);
290 mMaxSwapInterval = std::max(mMaxSwapInterval, 2);
291 }
292 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
293 {
294 mMinSwapInterval = std::min(mMinSwapInterval, 3);
295 mMaxSwapInterval = std::max(mMaxSwapInterval, 3);
296 }
297 if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
298 {
299 mMinSwapInterval = std::min(mMinSwapInterval, 4);
300 mMaxSwapInterval = std::max(mMaxSwapInterval, 4);
301 }
302
303 int max = 0;
304 for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
305 {
306 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
307 getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
308 mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
309
310 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
311 {
312 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
313 {
314 max = j;
315 }
316 }
317 }
318
319 for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
320 {
321 if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
322 continue;
323
324 bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
325 getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
326 mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
327
328 for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
329 {
330 if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
331 {
332 max = j;
333 }
334 }
335 }
336
337 mMaxSupportedSamples = max;
338
339 static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
340 static const TCHAR className[] = TEXT("STATIC");
341
342 mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
343
344 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
345 DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES;
346
347 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
348 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
349 {
350 return EGL_BAD_ALLOC;
351 }
352
353 if (FAILED(result))
354 {
355 result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
356
357 if (FAILED(result))
358 {
359 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
360 return EGL_BAD_ALLOC;
361 }
362 }
363
364 if (mD3d9Ex)
365 {
366 result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx);
367 ASSERT(SUCCEEDED(result));
368 }
369
370 mVertexShaderCache.initialize(mDevice);
371 mPixelShaderCache.initialize(mDevice);
372
373 // Check occlusion query support
374 IDirect3DQuery9 *occlusionQuery = NULL;
375 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
376 {
377 occlusionQuery->Release();
378 mOcclusionQuerySupport = true;
379 }
380 else
381 {
382 mOcclusionQuerySupport = false;
383 }
384
385 // Check event query support
386 IDirect3DQuery9 *eventQuery = NULL;
387 if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
388 {
389 eventQuery->Release();
390 mEventQuerySupport = true;
391 }
392 else
393 {
394 mEventQuerySupport = false;
395 }
396
397 D3DDISPLAYMODE currentDisplayMode;
398 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
399
400 // Check vertex texture support
401 // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
402 // We test this using D3D9 by checking support for the R16F format.
403 mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
404 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
405 D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
406
407 // Check depth texture support
408 // we use INTZ for depth textures in Direct3D9
409 // we also want NULL texture support to ensure the we can make depth-only FBOs
410 // see http://aras-p.info/texts/D3D9GPUHacks.html
411 mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
412 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
413 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
414 D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
415
416 // Check 32 bit floating point texture support
417 mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
418 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
419 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
420 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
421
422 mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
423 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
424 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
425 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
426
427 if (!mFloat32FilterSupport && !mFloat32RenderSupport)
428 {
429 mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
430 D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
431 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
432 D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
433 }
434 else
435 {
436 mFloat32TextureSupport = true;
437 }
438
439 // Check 16 bit floating point texture support
440 mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
441 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
442 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
443 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
444
445 mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
446 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
447 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
448 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
449
450 if (!mFloat16FilterSupport && !mFloat16RenderSupport)
451 {
452 mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
453 D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
454 SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
455 D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
456 }
457 else
458 {
459 mFloat16TextureSupport = true;
460 }
461
462 // Check DXT texture support
463 mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
464 mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
465 mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
466
467 // Check luminance[alpha] texture support
468 mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
469 mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
470
471 initializeDevice();
472
473 return EGL_SUCCESS;
474 }
475
476 // do any one-time device initialization
477 // NOTE: this is also needed after a device lost/reset
478 // to reset the scene status and ensure the default states are reset.
479 void Renderer9::initializeDevice()
480 {
481 // Permanent non-default states
482 mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
483 mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
484
485 if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
486 {
487 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
488 }
489 else
490 {
491 mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
492 }
493
494 markAllStateDirty();
495
496 mSceneStarted = false;
497
498 ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
499 mBlit = new Blit(this);
500 mVertexDataManager = new rx::VertexDataManager(this);
501 mIndexDataManager = new rx::IndexDataManager(this);
502 }
503
504 D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
505 {
506 D3DPRESENT_PARAMETERS presentParameters = {0};
507
508 // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
509 presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
510 presentParameters.BackBufferCount = 1;
511 presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
512 presentParameters.BackBufferWidth = 1;
513 presentParameters.BackBufferHeight = 1;
514 presentParameters.EnableAutoDepthStencil = FALSE;
515 presentParameters.Flags = 0;
516 presentParameters.hDeviceWindow = mDeviceWindow;
517 presentParameters.MultiSampleQuality = 0;
518 presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
519 presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
520 presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
521 presentParameters.Windowed = TRUE;
522
523 return presentParameters;
524 }
525
526 int Renderer9::generateConfigs(ConfigDesc **configDescList)
527 {
528 D3DDISPLAYMODE currentDisplayMode;
529 mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
530
531 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
532 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
533 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
534 int numConfigs = 0;
535
536 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
537 {
538 D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
539
540 HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
541
542 if (SUCCEEDED(result))
543 {
544 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
545 {
546 D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
547 HRESULT result = D3D_OK;
548
549 if(depthStencilFormat != D3DFMT_UNKNOWN)
550 {
551 result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
552 }
553
554 if (SUCCEEDED(result))
555 {
556 if(depthStencilFormat != D3DFMT_UNKNOWN)
557 {
558 result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
559 }
560
561 if (SUCCEEDED(result))
562 {
563 ConfigDesc newConfig;
564 newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
565 newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
566 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
567 newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
568
569 (*configDescList)[numConfigs++] = newConfig;
570 }
571 }
572 }
573 }
574 }
575
576 return numConfigs;
577 }
578
579 void Renderer9::deleteConfigs(ConfigDesc *configDescList)
580 {
581 delete [] (configDescList);
582 }
583
584 void Renderer9::startScene()
585 {
586 if (!mSceneStarted)
587 {
588 long result = mDevice->BeginScene();
589 if (SUCCEEDED(result)) {
590 // This is defensive checking against the device being
591 // lost at unexpected times.
592 mSceneStarted = true;
593 }
594 }
595 }
596
597 void Renderer9::endScene()
598 {
599 if (mSceneStarted)
600 {
601 // EndScene can fail if the device was lost, for example due
602 // to a TDR during a draw call.
603 mDevice->EndScene();
604 mSceneStarted = false;
605 }
606 }
607
608 void Renderer9::sync(bool block)
609 {
610 HRESULT result;
611
612 IDirect3DQuery9* query = allocateEventQuery();
613 if (!query)
614 {
615 return;
616 }
617
618 result = query->Issue(D3DISSUE_END);
619 ASSERT(SUCCEEDED(result));
620
621 do
622 {
623 result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
624
625 if(block && result == S_FALSE)
626 {
627 // Keep polling, but allow other threads to do something useful first
628 Sleep(0);
629 // explicitly check for device loss
630 // some drivers seem to return S_FALSE even if the device is lost
631 // instead of D3DERR_DEVICELOST like they should
632 if (testDeviceLost(false))
633 {
634 result = D3DERR_DEVICELOST;
635 }
636 }
637 }
638 while(block && result == S_FALSE);
639
640 freeEventQuery(query);
641
642 if (d3d9::isDeviceLostError(result))
643 {
644 notifyDeviceLost();
645 }
646 }
647
648 SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
649 {
650 return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
651 }
652
653 IDirect3DQuery9* Renderer9::allocateEventQuery()
654 {
655 IDirect3DQuery9 *query = NULL;
656
657 if (mEventQueryPool.empty())
658 {
659 HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
660 ASSERT(SUCCEEDED(result));
661 }
662 else
663 {
664 query = mEventQueryPool.back();
665 mEventQueryPool.pop_back();
666 }
667
668 return query;
669 }
670
671 void Renderer9::freeEventQuery(IDirect3DQuery9* query)
672 {
673 if (mEventQueryPool.size() > 1000)
674 {
675 query->Release();
676 }
677 else
678 {
679 mEventQueryPool.push_back(query);
680 }
681 }
682
683 IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
684 {
685 return mVertexShaderCache.create(function, length);
686 }
687
688 IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
689 {
690 return mPixelShaderCache.create(function, length);
691 }
692
693 HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
694 {
695 D3DPOOL Pool = getBufferPool(Usage);
696 return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
697 }
698
699 VertexBuffer *Renderer9::createVertexBuffer()
700 {
701 return new VertexBuffer9(this);
702 }
703
704 HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
705 {
706 D3DPOOL Pool = getBufferPool(Usage);
707 return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
708 }
709
710 IndexBuffer *Renderer9::createIndexBuffer()
711 {
712 return new IndexBuffer9(this);
713 }
714
715 BufferStorage *Renderer9::createBufferStorage()
716 {
717 return new BufferStorage9();
718 }
719
720 QueryImpl *Renderer9::createQuery(GLenum type)
721 {
722 return new Query9(this, type);
723 }
724
725 FenceImpl *Renderer9::createFence()
726 {
727 return new Fence9(this);
728 }
729
730 void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
731 {
732 bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
733 gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
734
735 if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
736 {
737 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
738 int d3dSampler = index + d3dSamplerOffset;
739
740 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
741 mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
742
743 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
744 D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
745 gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
746 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
747 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
748 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
749 if (mSupportsTextureFilterAnisotropy)
750 {
751 mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
752 }
753 }
754
755 forceSetSamplers[index] = false;
756 appliedSamplers[index] = samplerState;
757 }
758
759 void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
760 {
761 int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
762 int d3dSampler = index + d3dSamplerOffset;
763 IDirect3DBaseTexture9 *d3dTexture = NULL;
764 unsigned int serial = 0;
765 bool forceSetTexture = false;
766
767 unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
768
769 if (texture)
770 {
771 TextureStorageInterface *texStorage = texture->getNativeTexture();
772 if (texStorage)
773 {
774 TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
775 d3dTexture = storage9->getBaseTexture();
776 }
777 // If we get NULL back from getBaseTexture here, something went wrong
778 // in the texture class and we're unexpectedly missing the d3d texture
779 ASSERT(d3dTexture != NULL);
780
781 serial = texture->getTextureSerial();
782 forceSetTexture = texture->hasDirtyImages();
783 }
784
785 if (forceSetTexture || appliedSerials[index] != serial)
786 {
787 mDevice->SetTexture(d3dSampler, d3dTexture);
788 }
789
790 appliedSerials[index] = serial;
791 }
792
793 void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
794 {
795 bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
796
797 if (rasterStateChanged)
798 {
799 // Set the cull mode
800 if (rasterState.cullFace)
801 {
802 mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
803 }
804 else
805 {
806 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
807 }
808
809 if (rasterState.polygonOffsetFill)
810 {
811 if (mCurDepthSize > 0)
812 {
813 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
814
815 float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
816 mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
817 }
818 }
819 else
820 {
821 mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
822 mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
823 }
824
825 mCurRasterState = rasterState;
826 }
827
828 mForceSetRasterState = false;
829 }
830
831 void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
832 {
833 bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
834 bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
835 bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
836
837 if (blendStateChanged || blendColorChanged)
838 {
839 if (blendState.blend)
840 {
841 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
842
843 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
844 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
845 {
846 mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
847 }
848 else
849 {
850 mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
851 gl::unorm<8>(blendColor.alpha),
852 gl::unorm<8>(blendColor.alpha),
853 gl::unorm<8>(blendColor.alpha)));
854 }
855
856 mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
857 mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
858 mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
859
860 if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
861 blendState.destBlendRGB != blendState.destBlendAlpha ||
862 blendState.blendEquationRGB != blendState.blendEquationAlpha)
863 {
864 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
865
866 mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
867 mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
868 mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
869 }
870 else
871 {
872 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
873 }
874 }
875 else
876 {
877 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
878 }
879
880 if (blendState.sampleAlphaToCoverage)
881 {
882 FIXME("Sample alpha to coverage is unimplemented.");
883 }
884
885 // Set the color mask
886 bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD;
887 // Apparently some ATI cards have a bug where a draw with a zero color
888 // write mask can cause later draws to have incorrect results. Instead,
889 // set a nonzero color write mask but modify the blend state so that no
890 // drawing is done.
891 // http://code.google.com/p/angleproject/issues/detail?id=169
892
893 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
894 blendState.colorMaskBlue, blendState.colorMaskAlpha);
895 if (colorMask == 0 && !zeroColorMaskAllowed)
896 {
897 // Enable green channel, but set blending so nothing will be drawn.
898 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
899 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
900
901 mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
902 mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
903 mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
904 }
905 else
906 {
907 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
908 }
909
910 mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
911
912 mCurBlendState = blendState;
913 mCurBlendColor = blendColor;
914 }
915
916 if (sampleMaskChanged)
917 {
918 // Set the multisample mask
919 mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
920 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
921
922 mCurSampleMask = sampleMask;
923 }
924
925 mForceSetBlendState = false;
926 }
927
928 void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
929 int stencilBackRef, bool frontFaceCCW)
930 {
931 bool depthStencilStateChanged = mForceSetDepthStencilState ||
932 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
933 bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
934 stencilBackRef != mCurStencilBackRef;
935 bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
936
937 if (depthStencilStateChanged)
938 {
939 if (depthStencilState.depthTest)
940 {
941 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
942 mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
943 }
944 else
945 {
946 mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
947 }
948
949 mCurDepthStencilState = depthStencilState;
950 }
951
952 if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
953 {
954 if (depthStencilState.stencilTest && mCurStencilSize > 0)
955 {
956 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
957 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
958
959 // FIXME: Unsupported by D3D9
960 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
961 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
962 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
963 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
964 stencilRef != stencilBackRef ||
965 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
966 {
967 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
968 return gl::error(GL_INVALID_OPERATION);
969 }
970
971 // get the maximum size of the stencil ref
972 unsigned int maxStencil = (1 << mCurStencilSize) - 1;
973
974 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
975 depthStencilState.stencilWritemask);
976 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
977 gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
978
979 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
980 (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
981 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
982 depthStencilState.stencilMask);
983
984 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
985 gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
986 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
987 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
988 mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
989 gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
990
991 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
992 depthStencilState.stencilBackWritemask);
993 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
994 gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
995
996 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
997 (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
998 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
999 depthStencilState.stencilBackMask);
1000
1001 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
1002 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
1003 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
1004 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
1005 mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
1006 gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
1007 }
1008 else
1009 {
1010 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1011 }
1012
1013 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
1014
1015 mCurStencilRef = stencilRef;
1016 mCurStencilBackRef = stencilBackRef;
1017 mCurFrontFaceCCW = frontFaceCCW;
1018 }
1019
1020 mForceSetDepthStencilState = false;
1021 }
1022
1023 void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
1024 {
1025 bool scissorChanged = mForceSetScissor ||
1026 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
1027 enabled != mScissorEnabled;
1028
1029 if (scissorChanged)
1030 {
1031 if (enabled)
1032 {
1033 RECT rect;
1034 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
1035 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
1036 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
1037 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
1038 mDevice->SetScissorRect(&rect);
1039 }
1040
1041 mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
1042
1043 mScissorEnabled = enabled;
1044 mCurScissor = scissor;
1045 }
1046
1047 mForceSetScissor = false;
1048 }
1049
1050 bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
1051 bool ignoreViewport)
1052 {
1053 gl::Rectangle actualViewport = viewport;
1054 float actualZNear = gl::clamp01(zNear);
1055 float actualZFar = gl::clamp01(zFar);
1056 if (ignoreViewport)
1057 {
1058 actualViewport.x = 0;
1059 actualViewport.y = 0;
1060 actualViewport.width = mRenderTargetDesc.width;
1061 actualViewport.height = mRenderTargetDesc.height;
1062 actualZNear = 0.0f;
1063 actualZFar = 1.0f;
1064 }
1065
1066 D3DVIEWPORT9 dxViewport;
1067 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
1068 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
1069 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
1070 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
1071 dxViewport.MinZ = actualZNear;
1072 dxViewport.MaxZ = actualZFar;
1073
1074 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
1075 {
1076 return false; // Nothing to render
1077 }
1078
1079 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
1080 actualZNear != mCurNear || actualZFar != mCurFar;
1081 if (viewportChanged)
1082 {
1083 mDevice->SetViewport(&dxViewport);
1084
1085 mCurViewport = actualViewport;
1086 mCurNear = actualZNear;
1087 mCurFar = actualZFar;
1088
1089 dx_VertexConstants vc = {0};
1090 dx_PixelConstants pc = {0};
1091
1092 vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
1093 vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
1094 vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
1095 vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
1096
1097 pc.viewCoords[0] = actualViewport.width * 0.5f;
1098 pc.viewCoords[1] = actualViewport.height * 0.5f;
1099 pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
1100 pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
1101
1102 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
1103 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
1104 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
1105
1106 vc.depthRange[0] = actualZNear;
1107 vc.depthRange[1] = actualZFar;
1108 vc.depthRange[2] = actualZFar - actualZNear;
1109
1110 pc.depthRange[0] = actualZNear;
1111 pc.depthRange[1] = actualZFar;
1112 pc.depthRange[2] = actualZFar - actualZNear;
1113
1114 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
1115 {
1116 mVertexConstants = vc;
1117 mDxUniformsDirty = true;
1118 }
1119
1120 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
1121 {
1122 mPixelConstants = pc;
1123 mDxUniformsDirty = true;
1124 }
1125 }
1126
1127 mForceSetViewport = false;
1128 return true;
1129 }
1130
1131 bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count)
1132 {
1133 switch (mode)
1134 {
1135 case GL_POINTS:
1136 mPrimitiveType = D3DPT_POINTLIST;
1137 mPrimitiveCount = count;
1138 break;
1139 case GL_LINES:
1140 mPrimitiveType = D3DPT_LINELIST;
1141 mPrimitiveCount = count / 2;
1142 break;
1143 case GL_LINE_LOOP:
1144 mPrimitiveType = D3DPT_LINESTRIP;
1145 mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
1146 break;
1147 case GL_LINE_STRIP:
1148 mPrimitiveType = D3DPT_LINESTRIP;
1149 mPrimitiveCount = count - 1;
1150 break;
1151 case GL_TRIANGLES:
1152 mPrimitiveType = D3DPT_TRIANGLELIST;
1153 mPrimitiveCount = count / 3;
1154 break;
1155 case GL_TRIANGLE_STRIP:
1156 mPrimitiveType = D3DPT_TRIANGLESTRIP;
1157 mPrimitiveCount = count - 2;
1158 break;
1159 case GL_TRIANGLE_FAN:
1160 mPrimitiveType = D3DPT_TRIANGLEFAN;
1161 mPrimitiveCount = count - 2;
1162 break;
1163 default:
1164 return gl::error(GL_INVALID_ENUM, false);
1165 }
1166
1167 return mPrimitiveCount > 0;
1168 }
1169
1170
1171 gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer)
1172 {
1173 if (!depthbuffer)
1174 {
1175 ERR("Unexpected null depthbuffer for depth-only FBO.");
1176 return NULL;
1177 }
1178
1179 GLsizei width = depthbuffer->getWidth();
1180 GLsizei height = depthbuffer->getHeight();
1181
1182 // search cached nullcolorbuffers
1183 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1184 {
1185 if (mNullColorbufferCache[i].buffer != NULL &&
1186 mNullColorbufferCache[i].width == width &&
1187 mNullColorbufferCache[i].height == height)
1188 {
1189 mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
1190 return mNullColorbufferCache[i].buffer;
1191 }
1192 }
1193
1194 gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
1195
1196 // add nullbuffer to the cache
1197 NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
1198 for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
1199 {
1200 if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
1201 {
1202 oldest = &mNullColorbufferCache[i];
1203 }
1204 }
1205
1206 delete oldest->buffer;
1207 oldest->buffer = nullbuffer;
1208 oldest->lruCount = ++mMaxNullColorbufferLRU;
1209 oldest->width = width;
1210 oldest->height = height;
1211
1212 return nullbuffer;
1213 }
1214
1215 bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
1216 {
1217 // if there is no color attachment we must synthesize a NULL colorattachment
1218 // to keep the D3D runtime happy. This should only be possible if depth texturing.
1219 gl::Renderbuffer *renderbufferObject = NULL;
1220 if (framebuffer->getColorbufferType(0) != GL_NONE)
1221 {
1222 renderbufferObject = framebuffer->getColorbuffer(0);
1223 }
1224 else
1225 {
1226 renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
1227 }
1228 if (!renderbufferObject)
1229 {
1230 ERR("unable to locate renderbuffer for FBO.");
1231 return false;
1232 }
1233
1234 bool renderTargetChanged = false;
1235 unsigned int renderTargetSerial = renderbufferObject->getSerial();
1236 if (renderTargetSerial != mAppliedRenderTargetSerial)
1237 {
1238 // Apply the render target on the device
1239 IDirect3DSurface9 *renderTargetSurface = NULL;
1240
1241 RenderTarget *renderTarget = renderbufferObject->getRenderTarget();
1242 if (renderTarget)
1243 {
1244 renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface();
1245 }
1246
1247 if (!renderTargetSurface)
1248 {
1249 ERR("render target pointer unexpectedly null.");
1250 return false; // Context must be lost
1251 }
1252
1253 mDevice->SetRenderTarget(0, renderTargetSurface);
1254 renderTargetSurface->Release();
1255
1256 mAppliedRenderTargetSerial = renderTargetSerial;
1257 renderTargetChanged = true;
1258 }
1259
1260 gl::Renderbuffer *depthStencil = NULL;
1261 unsigned int depthbufferSerial = 0;
1262 unsigned int stencilbufferSerial = 0;
1263 if (framebuffer->getDepthbufferType() != GL_NONE)
1264 {
1265 depthStencil = framebuffer->getDepthbuffer();
1266 if (!depthStencil)
1267 {
1268 ERR("Depth stencil pointer unexpectedly null.");
1269 return false;
1270 }
1271
1272 depthbufferSerial = depthStencil->getSerial();
1273 }
1274 else if (framebuffer->getStencilbufferType() != GL_NONE)
1275 {
1276 depthStencil = framebuffer->getStencilbuffer();
1277 if (!depthStencil)
1278 {
1279 ERR("Depth stencil pointer unexpectedly null.");
1280 return false;
1281 }
1282
1283 stencilbufferSerial = depthStencil->getSerial();
1284 }
1285
1286 if (depthbufferSerial != mAppliedDepthbufferSerial ||
1287 stencilbufferSerial != mAppliedStencilbufferSerial ||
1288 !mDepthStencilInitialized)
1289 {
1290 unsigned int depthSize = 0;
1291 unsigned int stencilSize = 0;
1292
1293 // Apply the depth stencil on the device
1294 if (depthStencil)
1295 {
1296 IDirect3DSurface9 *depthStencilSurface = NULL;
1297 RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil();
1298
1299 if (depthStencilRenderTarget)
1300 {
1301 depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface();
1302 }
1303
1304 if (!depthStencilSurface)
1305 {
1306 ERR("depth stencil pointer unexpectedly null.");
1307 return false; // Context must be lost
1308 }
1309
1310 mDevice->SetDepthStencilSurface(depthStencilSurface);
1311 depthStencilSurface->Release();
1312
1313 depthSize = depthStencil->getDepthSize();
1314 stencilSize = depthStencil->getStencilSize();
1315 }
1316 else
1317 {
1318 mDevice->SetDepthStencilSurface(NULL);
1319 }
1320
1321 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1322 {
1323 mCurDepthSize = depthSize;
1324 mForceSetRasterState = true;
1325 }
1326
1327 if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
1328 {
1329 mCurStencilSize = stencilSize;
1330 mForceSetDepthStencilState = true;
1331 }
1332
1333 mAppliedDepthbufferSerial = depthbufferSerial;
1334 mAppliedStencilbufferSerial = stencilbufferSerial;
1335 mDepthStencilInitialized = true;
1336 }
1337
1338 if (renderTargetChanged || !mRenderTargetDescInitialized)
1339 {
1340 mForceSetScissor = true;
1341 mForceSetViewport = true;
1342
1343 mRenderTargetDesc.width = renderbufferObject->getWidth();
1344 mRenderTargetDesc.height = renderbufferObject->getHeight();
1345 mRenderTargetDesc.format = renderbufferObject->getActualFormat();
1346 mRenderTargetDescInitialized = true;
1347 }
1348
1349 return true;
1350 }
1351
1352 GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
1353 {
1354 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1355 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1356 if (err != GL_NO_ERROR)
1357 {
1358 return err;
1359 }
1360
1361 return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw);
1362 }
1363
1364 // Applies the indices and element array bindings to the Direct3D 9 device
1365 GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
1366 {
1367 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
1368
1369 if (err == GL_NO_ERROR)
1370 {
1371 // Directly binding the storage buffer is not supported for d3d9
1372 ASSERT(indexInfo->storage == NULL);
1373
1374 if (indexInfo->serial != mAppliedIBSerial)
1375 {
1376 IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
1377
1378 mDevice->SetIndices(indexBuffer->getBuffer());
1379 mAppliedIBSerial = indexInfo->serial;
1380 }
1381 }
1382
1383 return err;
1384 }
1385
1386 void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1387 {
1388 startScene();
1389
1390 if (mode == GL_LINE_LOOP)
1391 {
1392 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1393 }
1394 else if (instances > 0)
1395 {
1396 StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count);
1397 if (countingIB)
1398 {
1399 if (mAppliedIBSerial != countingIB->getSerial())
1400 {
1401 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
1402
1403 mDevice->SetIndices(indexBuffer->getBuffer());
1404 mAppliedIBSerial = countingIB->getSerial();
1405 }
1406
1407 for (int i = 0; i < mRepeatDraw; i++)
1408 {
1409 mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
1410 }
1411 }
1412 else
1413 {
1414 ERR("Could not create a counting index buffer for glDrawArraysInstanced.");
1415 return gl::error(GL_OUT_OF_MEMORY);
1416 }
1417 }
1418 else // Regular case
1419 {
1420 mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
1421 }
1422 }
1423
1424 void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
1425 {
1426 startScene();
1427
1428 if (mode == GL_POINTS)
1429 {
1430 drawIndexedPoints(count, type, indices, elementArrayBuffer);
1431 }
1432 else if (mode == GL_LINE_LOOP)
1433 {
1434 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1435 }
1436 else
1437 {
1438 for (int i = 0; i < mRepeatDraw; i++)
1439 {
1440 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
1441 mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
1442 }
1443 }
1444 }
1445
1446 void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1447 {
1448 // Get the raw indices for an indexed draw
1449 if (type != GL_NONE && elementArrayBuffer)
1450 {
1451 gl::Buffer *indexBuffer = elementArrayBuffer;
1452 BufferStorage *storage = indexBuffer->getStorage();
1453 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1454 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1455 }
1456
1457 unsigned int startIndex = 0;
1458
1459 if (get32BitIndexSupport())
1460 {
1461 if (!mLineLoopIB)
1462 {
1463 mLineLoopIB = new StreamingIndexBufferInterface(this);
1464 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1465 {
1466 delete mLineLoopIB;
1467 mLineLoopIB = NULL;
1468
1469 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
1470 return gl::error(GL_OUT_OF_MEMORY);
1471 }
1472 }
1473
1474 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
1475 {
1476 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1477 return gl::error(GL_OUT_OF_MEMORY);
1478 }
1479
1480 // Checked by Renderer9::applyPrimitiveType
1481 ASSERT(count >= 0);
1482
1483 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
1484 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1485 {
1486 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1487 return gl::error(GL_OUT_OF_MEMORY);
1488 }
1489
1490 void* mappedMemory = NULL;
1491 unsigned int offset = 0;
1492 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
1493 {
1494 ERR("Could not map index buffer for GL_LINE_LOOP.");
1495 return gl::error(GL_OUT_OF_MEMORY);
1496 }
1497
1498 startIndex = static_cast<unsigned int>(offset) / 4;
1499 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1500
1501 switch (type)
1502 {
1503 case GL_NONE: // Non-indexed draw
1504 for (int i = 0; i < count; i++)
1505 {
1506 data[i] = i;
1507 }
1508 data[count] = 0;
1509 break;
1510 case GL_UNSIGNED_BYTE:
1511 for (int i = 0; i < count; i++)
1512 {
1513 data[i] = static_cast<const GLubyte*>(indices)[i];
1514 }
1515 data[count] = static_cast<const GLubyte*>(indices)[0];
1516 break;
1517 case GL_UNSIGNED_SHORT:
1518 for (int i = 0; i < count; i++)
1519 {
1520 data[i] = static_cast<const GLushort*>(indices)[i];
1521 }
1522 data[count] = static_cast<const GLushort*>(indices)[0];
1523 break;
1524 case GL_UNSIGNED_INT:
1525 for (int i = 0; i < count; i++)
1526 {
1527 data[i] = static_cast<const GLuint*>(indices)[i];
1528 }
1529 data[count] = static_cast<const GLuint*>(indices)[0];
1530 break;
1531 default: UNREACHABLE();
1532 }
1533
1534 if (!mLineLoopIB->unmapBuffer())
1535 {
1536 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1537 return gl::error(GL_OUT_OF_MEMORY);
1538 }
1539 }
1540 else
1541 {
1542 if (!mLineLoopIB)
1543 {
1544 mLineLoopIB = new StreamingIndexBufferInterface(this);
1545 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT))
1546 {
1547 delete mLineLoopIB;
1548 mLineLoopIB = NULL;
1549
1550 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP.");
1551 return gl::error(GL_OUT_OF_MEMORY);
1552 }
1553 }
1554
1555 // Checked by Renderer9::applyPrimitiveType
1556 ASSERT(count >= 0);
1557
1558 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
1559 {
1560 ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1561 return gl::error(GL_OUT_OF_MEMORY);
1562 }
1563
1564 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
1565 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT))
1566 {
1567 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
1568 return gl::error(GL_OUT_OF_MEMORY);
1569 }
1570
1571 void* mappedMemory = NULL;
1572 unsigned int offset;
1573 if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
1574 {
1575 ERR("Could not map index buffer for GL_LINE_LOOP.");
1576 return gl::error(GL_OUT_OF_MEMORY);
1577 }
1578
1579 startIndex = static_cast<unsigned int>(offset) / 2;
1580 unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
1581
1582 switch (type)
1583 {
1584 case GL_NONE: // Non-indexed draw
1585 for (int i = 0; i < count; i++)
1586 {
1587 data[i] = i;
1588 }
1589 data[count] = 0;
1590 break;
1591 case GL_UNSIGNED_BYTE:
1592 for (int i = 0; i < count; i++)
1593 {
1594 data[i] = static_cast<const GLubyte*>(indices)[i];
1595 }
1596 data[count] = static_cast<const GLubyte*>(indices)[0];
1597 break;
1598 case GL_UNSIGNED_SHORT:
1599 for (int i = 0; i < count; i++)
1600 {
1601 data[i] = static_cast<const GLushort*>(indices)[i];
1602 }
1603 data[count] = static_cast<const GLushort*>(indices)[0];
1604 break;
1605 case GL_UNSIGNED_INT:
1606 for (int i = 0; i < count; i++)
1607 {
1608 data[i] = static_cast<const GLuint*>(indices)[i];
1609 }
1610 data[count] = static_cast<const GLuint*>(indices)[0];
1611 break;
1612 default: UNREACHABLE();
1613 }
1614
1615 if (!mLineLoopIB->unmapBuffer())
1616 {
1617 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
1618 return gl::error(GL_OUT_OF_MEMORY);
1619 }
1620 }
1621
1622 if (mAppliedIBSerial != mLineLoopIB->getSerial())
1623 {
1624 IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
1625
1626 mDevice->SetIndices(indexBuffer->getBuffer());
1627 mAppliedIBSerial = mLineLoopIB->getSerial();
1628 }
1629
1630 mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
1631 }
1632
1633 template <typename T>
1634 static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices)
1635 {
1636 for (int i = 0; i < count; i++)
1637 {
1638 unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]);
1639 device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
1640 }
1641 }
1642
1643 void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer)
1644 {
1645 // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
1646 // for each individual point. This call is not expected to happen often.
1647
1648 if (elementArrayBuffer)
1649 {
1650 BufferStorage *storage = elementArrayBuffer->getStorage();
1651 intptr_t offset = reinterpret_cast<intptr_t>(indices);
1652 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
1653 }
1654
1655 switch (type)
1656 {
1657 case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break;
1658 case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break;
1659 case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break;
1660 default: UNREACHABLE();
1661 }
1662 }
1663
1664 void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
1665 {
1666 unsigned int programBinarySerial = programBinary->getSerial();
1667 if (programBinarySerial != mAppliedProgramBinarySerial)
1668 {
1669 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1670 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
1671
1672 IDirect3DVertexShader9 *vertexShader = NULL;
1673 if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
1674
1675 IDirect3DPixelShader9 *pixelShader = NULL;
1676 if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
1677
1678 mDevice->SetPixelShader(pixelShader);
1679 mDevice->SetVertexShader(vertexShader);
1680 programBinary->dirtyAllUniforms();
1681 mDxUniformsDirty = true;
1682
1683 mAppliedProgramBinarySerial = programBinarySerial;
1684 }
1685 }
1686
1687 void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
1688 {
1689 for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
1690 {
1691 gl::Uniform *targetUniform = *ub;
1692
1693 if (targetUniform->dirty)
1694 {
1695 GLfloat *f = (GLfloat*)targetUniform->data;
1696 GLint *i = (GLint*)targetUniform->data;
1697
1698 switch (targetUniform->type)
1699 {
1700 case GL_SAMPLER_2D:
1701 case GL_SAMPLER_CUBE:
1702 break;
1703 case GL_BOOL:
1704 case GL_BOOL_VEC2:
1705 case GL_BOOL_VEC3:
1706 case GL_BOOL_VEC4:
1707 applyUniformnbv(targetUniform, i);
1708 break;
1709 case GL_FLOAT:
1710 case GL_FLOAT_VEC2:
1711 case GL_FLOAT_VEC3:
1712 case GL_FLOAT_VEC4:
1713 case GL_FLOAT_MAT2:
1714 case GL_FLOAT_MAT3:
1715 case GL_FLOAT_MAT4:
1716 applyUniformnfv(targetUniform, f);
1717 break;
1718 case GL_INT:
1719 case GL_INT_VEC2:
1720 case GL_INT_VEC3:
1721 case GL_INT_VEC4:
1722 applyUniformniv(targetUniform, i);
1723 break;
1724 default:
1725 UNREACHABLE();
1726 }
1727
1728 targetUniform->dirty = false;
1729 }
1730 }
1731
1732 // Driver uniforms
1733 if (mDxUniformsDirty)
1734 {
1735 mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
1736 mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
1737 mDxUniformsDirty = false;
1738 }
1739 }
1740
1741 void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
1742 {
1743 if (targetUniform->psRegisterIndex >= 0)
1744 {
1745 mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
1746 }
1747
1748 if (targetUniform->vsRegisterIndex >= 0)
1749 {
1750 mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
1751 }
1752 }
1753
1754 void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v)
1755 {
1756 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1757 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1758
1759 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1760 {
1761 vector[i][0] = (GLfloat)v[4 * i + 0];
1762 vector[i][1] = (GLfloat)v[4 * i + 1];
1763 vector[i][2] = (GLfloat)v[4 * i + 2];
1764 vector[i][3] = (GLfloat)v[4 * i + 3];
1765 }
1766
1767 applyUniformnfv(targetUniform, (GLfloat*)vector);
1768 }
1769
1770 void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v)
1771 {
1772 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
1773 GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
1774
1775 for (unsigned int i = 0; i < targetUniform->registerCount; i++)
1776 {
1777 vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
1778 vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
1779 vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
1780 vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
1781 }
1782
1783 applyUniformnfv(targetUniform, (GLfloat*)vector);
1784 }
1785
1786 void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
1787 {
1788 D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
1789 gl::unorm<8>(clearParams.colorClearValue.red),
1790 gl::unorm<8>(clearParams.colorClearValue.green),
1791 gl::unorm<8>(clearParams.colorClearValue.blue));
1792 float depth = gl::clamp01(clearParams.depthClearValue);
1793 int stencil = clearParams.stencilClearValue & 0x000000FF;
1794
1795 unsigned int stencilUnmasked = 0x0;
1796 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1797 {
1798 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1799 stencilUnmasked = (0x1 << stencilSize) - 1;
1800 }
1801
1802 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1803
1804 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1805 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1806 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1807 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1808 clearParams.colorMaskBlue && alphaUnmasked);
1809
1810 if (needMaskedColorClear || needMaskedStencilClear)
1811 {
1812 // State which is altered in all paths from this point to the clear call is saved.
1813 // State which is altered in only some paths will be flagged dirty in the case that
1814 // that path is taken.
1815 HRESULT hr;
1816 if (mMaskedClearSavedState == NULL)
1817 {
1818 hr = mDevice->BeginStateBlock();
1819 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1820
1821 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1822 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1823 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1824 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1825 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1826 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1827 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1828 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1829 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1830 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1831 mDevice->SetPixelShader(NULL);
1832 mDevice->SetVertexShader(NULL);
1833 mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1834 mDevice->SetStreamSource(0, NULL, 0, 0);
1835 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1836 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1837 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1838 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1839 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1840 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1841 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1842
1843 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1844 {
1845 mDevice->SetStreamSourceFreq(i, 1);
1846 }
1847
1848 hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
1849 ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
1850 }
1851
1852 ASSERT(mMaskedClearSavedState != NULL);
1853
1854 if (mMaskedClearSavedState != NULL)
1855 {
1856 hr = mMaskedClearSavedState->Capture();
1857 ASSERT(SUCCEEDED(hr));
1858 }
1859
1860 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
1861 mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
1862 mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
1863 mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
1864 mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
1865 mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
1866 mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
1867 mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
1868
1869 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1870 {
1871 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
1872 gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
1873 clearParams.colorMaskGreen,
1874 clearParams.colorMaskBlue,
1875 clearParams.colorMaskAlpha));
1876 }
1877 else
1878 {
1879 mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
1880 }
1881
1882 if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT))
1883 {
1884 mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
1885 mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
1886 mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
1887 mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
1888 mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
1889 mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
1890 mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
1891 mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
1892 }
1893 else
1894 {
1895 mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
1896 }
1897
1898 mDevice->SetPixelShader(NULL);
1899 mDevice->SetVertexShader(NULL);
1900 mDevice->SetFVF(D3DFVF_XYZRHW);
1901 mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
1902 mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1903 mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
1904 mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
1905 mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
1906 mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
1907 mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
1908
1909 for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
1910 {
1911 mDevice->SetStreamSourceFreq(i, 1);
1912 }
1913
1914 float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
1915 quad[0][0] = -0.5f;
1916 quad[0][1] = mRenderTargetDesc.height - 0.5f;
1917 quad[0][2] = 0.0f;
1918 quad[0][3] = 1.0f;
1919
1920 quad[1][0] = mRenderTargetDesc.width - 0.5f;
1921 quad[1][1] = mRenderTargetDesc.height - 0.5f;
1922 quad[1][2] = 0.0f;
1923 quad[1][3] = 1.0f;
1924
1925 quad[2][0] = -0.5f;
1926 quad[2][1] = -0.5f;
1927 quad[2][2] = 0.0f;
1928 quad[2][3] = 1.0f;
1929
1930 quad[3][0] = mRenderTargetDesc.width - 0.5f;
1931 quad[3][1] = -0.5f;
1932 quad[3][2] = 0.0f;
1933 quad[3][3] = 1.0f;
1934
1935 startScene();
1936 mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
1937
1938 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1939 {
1940 mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
1941 mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
1942 mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
1943 }
1944
1945 if (mMaskedClearSavedState != NULL)
1946 {
1947 mMaskedClearSavedState->Apply();
1948 }
1949 }
1950 else if (clearParams.mask)
1951 {
1952 DWORD dxClearFlags = 0;
1953 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1954 {
1955 dxClearFlags |= D3DCLEAR_TARGET;
1956 }
1957 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1958 {
1959 dxClearFlags |= D3DCLEAR_ZBUFFER;
1960 }
1961 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1962 {
1963 dxClearFlags |= D3DCLEAR_STENCIL;
1964 }
1965
1966 mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
1967 }
1968 }
1969
1970 void Renderer9::markAllStateDirty()
1971 {
1972 mAppliedRenderTargetSerial = 0;
1973 mAppliedDepthbufferSerial = 0;
1974 mAppliedStencilbufferSerial = 0;
1975 mDepthStencilInitialized = false;
1976 mRenderTargetDescInitialized = false;
1977
1978 mForceSetDepthStencilState = true;
1979 mForceSetRasterState = true;
1980 mForceSetScissor = true;
1981 mForceSetViewport = true;
1982 mForceSetBlendState = true;
1983
1984 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
1985 {
1986 mForceSetVertexSamplerStates[i] = true;
1987 mCurVertexTextureSerials[i] = 0;
1988 }
1989 for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1990 {
1991 mForceSetPixelSamplerStates[i] = true;
1992 mCurPixelTextureSerials[i] = 0;
1993 }
1994
1995 mAppliedIBSerial = 0;
1996 mAppliedProgramBinarySerial = 0;
1997 mDxUniformsDirty = true;
1998
1999 mVertexDeclarationCache.markStateDirty();
2000 }
2001
2002 void Renderer9::releaseDeviceResources()
2003 {
2004 while (!mEventQueryPool.empty())
2005 {
2006 mEventQueryPool.back()->Release();
2007 mEventQueryPool.pop_back();
2008 }
2009
2010 if (mMaskedClearSavedState)
2011 {
2012 mMaskedClearSavedState->Release();
2013 mMaskedClearSavedState = NULL;
2014 }
2015
2016 mVertexShaderCache.clear();
2017 mPixelShaderCache.clear();
2018
2019 delete mBlit;
2020 mBlit = NULL;
2021
2022 delete mVertexDataManager;
2023 mVertexDataManager = NULL;
2024
2025 delete mIndexDataManager;
2026 mIndexDataManager = NULL;
2027
2028 delete mLineLoopIB;
2029 mLineLoopIB = NULL;
2030
2031 for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
2032 {
2033 delete mNullColorbufferCache[i].buffer;
2034 mNullColorbufferCache[i].buffer = NULL;
2035 }
2036
2037 }
2038
2039
2040 void Renderer9::notifyDeviceLost()
2041 {
2042 mDeviceLost = true;
2043 mDisplay->notifyDeviceLost();
2044 }
2045
2046 bool Renderer9::isDeviceLost()
2047 {
2048 return mDeviceLost;
2049 }
2050
2051 // set notify to true to broadcast a message to all contexts of the device loss
2052 bool Renderer9::testDeviceLost(bool notify)
2053 {
2054 HRESULT status = S_OK;
2055
2056 if (mDeviceEx)
2057 {
2058 status = mDeviceEx->CheckDeviceState(NULL);
2059 }
2060 else if (mDevice)
2061 {
2062 status = mDevice->TestCooperativeLevel();
2063 }
2064 else
2065 {
2066 // No device yet, so no reset required
2067 }
2068
2069 bool isLost = FAILED(status) || d3d9::isDeviceLostError(status);
2070
2071 if (isLost)
2072 {
2073 // ensure we note the device loss --
2074 // we'll probably get this done again by notifyDeviceLost
2075 // but best to remember it!
2076 // Note that we don't want to clear the device loss status here
2077 // -- this needs to be done by resetDevice
2078 mDeviceLost = true;
2079 if (notify)
2080 {
2081 notifyDeviceLost();
2082 }
2083 }
2084
2085 return isLost;
2086 }
2087
2088 bool Renderer9::testDeviceResettable()
2089 {
2090 HRESULT status = D3D_OK;
2091
2092 if (mDeviceEx)
2093 {
2094 status = mDeviceEx->CheckDeviceState(NULL);
2095 }
2096 else if (mDevice)
2097 {
2098 status = mDevice->TestCooperativeLevel();
2099 }
2100
2101 // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
2102 // DEVICEREMOVED indicates the device has been stopped and must be recreated
2103 switch (status)
2104 {
2105 case D3DERR_DEVICENOTRESET:
2106 case D3DERR_DEVICEHUNG:
2107 return true;
2108 case D3DERR_DEVICELOST:
2109 return (mDeviceEx != NULL);
2110 case D3DERR_DEVICEREMOVED:
2111 UNIMPLEMENTED();
2112 return false;
2113 default:
2114 return false;
2115 }
2116 }
2117
2118 bool Renderer9::resetDevice()
2119 {
2120 releaseDeviceResources();
2121
2122 D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
2123
2124 HRESULT result = D3D_OK;
2125 bool lost = testDeviceLost(false);
2126 int attempts = 3;
2127
2128 while (lost && attempts > 0)
2129 {
2130 if (mDeviceEx)
2131 {
2132 Sleep(500); // Give the graphics driver some CPU time
2133 result = mDeviceEx->ResetEx(&presentParameters, NULL);
2134 }
2135 else
2136 {
2137 result = mDevice->TestCooperativeLevel();
2138 while (result == D3DERR_DEVICELOST)
2139 {
2140 Sleep(100); // Give the graphics driver some CPU time
2141 result = mDevice->TestCooperativeLevel();
2142 }
2143
2144 if (result == D3DERR_DEVICENOTRESET)
2145 {
2146 result = mDevice->Reset(&presentParameters);
2147 }
2148 }
2149
2150 lost = testDeviceLost(false);
2151 attempts --;
2152 }
2153
2154 if (FAILED(result))
2155 {
2156 ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
2157 return false;
2158 }
2159
2160 // reset device defaults
2161 initializeDevice();
2162 mDeviceLost = false;
2163
2164 return true;
2165 }
2166
2167 DWORD Renderer9::getAdapterVendor() const
2168 {
2169 return mAdapterIdentifier.VendorId;
2170 }
2171
2172 std::string Renderer9::getRendererDescription() const
2173 {
2174 std::ostringstream rendererString;
2175
2176 rendererString << mAdapterIdentifier.Description;
2177 if (getShareHandleSupport())
2178 {
2179 rendererString << " Direct3D9Ex";
2180 }
2181 else
2182 {
2183 rendererString << " Direct3D9";
2184 }
2185
2186 rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
2187 rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
2188
2189 return rendererString.str();
2190 }
2191
2192 GUID Renderer9::getAdapterIdentifier() const
2193 {
2194 return mAdapterIdentifier.DeviceIdentifier;
2195 }
2196
2197 void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
2198 {
2199 for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
2200 {
2201 HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
2202 TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
2203
2204 multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
2205 }
2206 }
2207
2208 bool Renderer9::getBGRATextureSupport() const
2209 {
2210 // DirectX 9 always supports BGRA
2211 return true;
2212 }
2213
2214 bool Renderer9::getDXT1TextureSupport()
2215 {
2216 return mDXT1TextureSupport;
2217 }
2218
2219 bool Renderer9::getDXT3TextureSupport()
2220 {
2221 return mDXT3TextureSupport;
2222 }
2223
2224 bool Renderer9::getDXT5TextureSupport()
2225 {
2226 return mDXT5TextureSupport;
2227 }
2228
2229 bool Renderer9::getDepthTextureSupport() const
2230 {
2231 return mDepthTextureSupport;
2232 }
2233
2234 bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
2235 {
2236 *filtering = mFloat32FilterSupport;
2237 *renderable = mFloat32RenderSupport;
2238 return mFloat32TextureSupport;
2239 }
2240
2241 bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
2242 {
2243 *filtering = mFloat16FilterSupport;
2244 *renderable = mFloat16RenderSupport;
2245 return mFloat16TextureSupport;
2246 }
2247
2248 bool Renderer9::getLuminanceTextureSupport()
2249 {
2250 return mLuminanceTextureSupport;
2251 }
2252
2253 bool Renderer9::getLuminanceAlphaTextureSupport()
2254 {
2255 return mLuminanceAlphaTextureSupport;
2256 }
2257
2258 bool Renderer9::getTextureFilterAnisotropySupport() const
2259 {
2260 return mSupportsTextureFilterAnisotropy;
2261 }
2262
2263 float Renderer9::getTextureMaxAnisotropy() const
2264 {
2265 if (mSupportsTextureFilterAnisotropy)
2266 {
2267 return static_cast<float>(mDeviceCaps.MaxAnisotropy);
2268 }
2269 return 1.0f;
2270 }
2271
2272 bool Renderer9::getEventQuerySupport()
2273 {
2274 return mEventQuerySupport;
2275 }
2276
2277 unsigned int Renderer9::getMaxVertexTextureImageUnits() const
2278 {
2279 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2280 return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0;
2281 }
2282
2283 unsigned int Renderer9::getMaxCombinedTextureImageUnits() const
2284 {
2285 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2286 }
2287
2288 unsigned int Renderer9::getReservedVertexUniformVectors() const
2289 {
2290 return 2; // dx_ViewAdjust and dx_DepthRange.
2291 }
2292
2293 unsigned int Renderer9::getReservedFragmentUniformVectors() const
2294 {
2295 return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
2296 }
2297
2298 unsigned int Renderer9::getMaxVertexUniformVectors() const
2299 {
2300 return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors();
2301 }
2302
2303 unsigned int Renderer9::getMaxFragmentUniformVectors() const
2304 {
2305 const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2;
2306
2307 return maxPixelConstantVectors - getReservedFragmentUniformVectors();
2308 }
2309
2310 unsigned int Renderer9::getMaxVaryingVectors() const
2311 {
2312 return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2;
2313 }
2314
2315 bool Renderer9::getNonPower2TextureSupport() const
2316 {
2317 return mSupportsNonPower2Textures;
2318 }
2319
2320 bool Renderer9::getOcclusionQuerySupport() const
2321 {
2322 return mOcclusionQuerySupport;
2323 }
2324
2325 bool Renderer9::getInstancingSupport() const
2326 {
2327 return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
2328 }
2329
2330 bool Renderer9::getShareHandleSupport() const
2331 {
2332 // PIX doesn't seem to support using share handles, so disable them.
2333 return (mD3d9Ex != NULL) && !gl::perfActive();
2334 }
2335
2336 bool Renderer9::getDerivativeInstructionSupport() const
2337 {
2338 return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
2339 }
2340
2341 bool Renderer9::getPostSubBufferSupport() const
2342 {
2343 return true;
2344 }
2345
2346 int Renderer9::getMajorShaderModel() const
2347 {
2348 return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
2349 }
2350
2351 float Renderer9::getMaxPointSize() const
2352 {
2353 // Point size clamped at 1.0f for SM2
2354 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
2355 }
2356
2357 int Renderer9::getMaxViewportDimension() const
2358 {
2359 int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
2360 (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
2361 return maxTextureDimension;
2362 }
2363
2364 int Renderer9::getMaxTextureWidth() const
2365 {
2366 return (int)mDeviceCaps.MaxTextureWidth;
2367 }
2368
2369 int Renderer9::getMaxTextureHeight() const
2370 {
2371 return (int)mDeviceCaps.MaxTextureHeight;
2372 }
2373
2374 bool Renderer9::get32BitIndexSupport() const
2375 {
2376 return mDeviceCaps.MaxVertexIndex >= (1 << 16);
2377 }
2378
2379 DWORD Renderer9::getCapsDeclTypes() const
2380 {
2381 return mDeviceCaps.DeclTypes;
2382 }
2383
2384 int Renderer9::getMinSwapInterval() const
2385 {
2386 return mMinSwapInterval;
2387 }
2388
2389 int Renderer9::getMaxSwapInterval() const
2390 {
2391 return mMaxSwapInterval;
2392 }
2393
2394 int Renderer9::getMaxSupportedSamples() const
2395 {
2396 return mMaxSupportedSamples;
2397 }
2398
2399 int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
2400 {
2401 if (requested == 0)
2402 {
2403 return requested;
2404 }
2405
2406 std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
2407 if (itr == mMultiSampleSupport.end())
2408 {
2409 if (format == D3DFMT_UNKNOWN)
2410 return 0;
2411 return -1;
2412 }
2413
2414 for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
2415 {
2416 if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
2417 {
2418 return i;
2419 }
2420 }
2421
2422 return -1;
2423 }
2424
2425 unsigned int Renderer9::getMaxRenderTargets() const
2426 {
2427 // we do not support MRT in d3d9
2428 return 1;
2429 }
2430
2431 D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
2432 {
2433 switch (internalformat)
2434 {
2435 case GL_DEPTH_COMPONENT16:
2436 case GL_DEPTH_COMPONENT32_OES:
2437 case GL_DEPTH24_STENCIL8_OES:
2438 return D3DFMT_INTZ;
2439 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
2440 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
2441 return D3DFMT_DXT1;
2442 case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
2443 return D3DFMT_DXT3;
2444 case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
2445 return D3DFMT_DXT5;
2446 case GL_RGBA32F_EXT:
2447 case GL_RGB32F_EXT:
2448 case GL_ALPHA32F_EXT:
2449 case GL_LUMINANCE32F_EXT:
2450 case GL_LUMINANCE_ALPHA32F_EXT:
2451 return D3DFMT_A32B32G32R32F;
2452 case GL_RGBA16F_EXT:
2453 case GL_RGB16F_EXT:
2454 case GL_ALPHA16F_EXT:
2455 case GL_LUMINANCE16F_EXT:
2456 case GL_LUMINANCE_ALPHA16F_EXT:
2457 return D3DFMT_A16B16G16R16F;
2458 case GL_LUMINANCE8_EXT:
2459 if (getLuminanceTextureSupport())
2460 {
2461 return D3DFMT_L8;
2462 }
2463 break;
2464 case GL_LUMINANCE8_ALPHA8_EXT:
2465 if (getLuminanceAlphaTextureSupport())
2466 {
2467 return D3DFMT_A8L8;
2468 }
2469 break;
2470 case GL_RGB8_OES:
2471 case GL_RGB565:
2472 return D3DFMT_X8R8G8B8;
2473 }
2474
2475 return D3DFMT_A8R8G8B8;
2476 }
2477
2478 bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
2479 {
2480 bool result = false;
2481
2482 if (source && dest)
2483 {
2484 TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance());
2485 TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance());
2486
2487 int levels = source9->levelCount();
2488 for (int i = 0; i < levels; ++i)
2489 {
2490 IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false);
2491 IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false);
2492
2493 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
2494
2495 if (srcSurf) srcSurf->Release();
2496 if (dstSurf) dstSurf->Release();
2497
2498 if (!result)
2499 return false;
2500 }
2501 }
2502
2503 return result;
2504 }
2505
2506 bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
2507 {
2508 bool result = false;
2509
2510 if (source && dest)
2511 {
2512 TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance());
2513 TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance());
2514 int levels = source9->levelCount();
2515 for (int f = 0; f < 6; f++)
2516 {
2517 for (int i = 0; i < levels; i++)
2518 {
2519 IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false);
2520 IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true);
2521
2522 result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged());
2523
2524 if (srcSurf) srcSurf->Release();
2525 if (dstSurf) dstSurf->Release();
2526
2527 if (!result)
2528 return false;
2529 }
2530 }
2531 }
2532
2533 return result;
2534 }
2535
2536 D3DPOOL Renderer9::getBufferPool(DWORD usage) const
2537 {
2538 if (mD3d9Ex != NULL)
2539 {
2540 return D3DPOOL_DEFAULT;
2541 }
2542 else
2543 {
2544 if (!(usage & D3DUSAGE_DYNAMIC))
2545 {
2546 return D3DPOOL_MANAGED;
2547 }
2548 }
2549
2550 return D3DPOOL_DEFAULT;
2551 }
2552
2553 bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2554 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
2555 {
2556 RECT rect;
2557 rect.left = sourceRect.x;
2558 rect.top = sourceRect.y;
2559 rect.right = sourceRect.x + sourceRect.width;
2560 rect.bottom = sourceRect.y + sourceRect.height;
2561
2562 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level);
2563 }
2564
2565 bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2566 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
2567 {
2568 RECT rect;
2569 rect.left = sourceRect.x;
2570 rect.top = sourceRect.y;
2571 rect.right = sourceRect.x + sourceRect.width;
2572 rect.bottom = sourceRect.y + sourceRect.height;
2573
2574 return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level);
2575 }
2576
2577 bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
2578 bool blitRenderTarget, bool blitDepthStencil)
2579 {
2580 endScene();
2581
2582 if (blitRenderTarget)
2583 {
2584 gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
2585 gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0);
2586 RenderTarget9 *readRenderTarget = NULL;
2587 RenderTarget9 *drawRenderTarget = NULL;
2588 IDirect3DSurface9* readSurface = NULL;
2589 IDirect3DSurface9* drawSurface = NULL;
2590
2591 if (readBuffer)
2592 {
2593 readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget());
2594 }
2595 if (drawBuffer)
2596 {
2597 drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget());
2598 }
2599
2600 if (readRenderTarget)
2601 {
2602 readSurface = readRenderTarget->getSurface();
2603 }
2604 if (drawRenderTarget)
2605 {
2606 drawSurface = drawRenderTarget->getSurface();
2607 }
2608
2609 if (!readSurface || !drawSurface)
2610 {
2611 ERR("Failed to retrieve the render target.");
2612 return gl::error(GL_OUT_OF_MEMORY, false);
2613 }
2614
2615 RECT srcRect;
2616 srcRect.left = readRect.x;
2617 srcRect.right = readRect.x + readRect.width;
2618 srcRect.top = readRect.y;
2619 srcRect.bottom = readRect.y + readRect.height;
2620
2621 RECT dstRect;
2622 dstRect.left = drawRect.x;
2623 dstRect.right = drawRect.x + drawRect.width;
2624 dstRect.top = drawRect.y;
2625 dstRect.bottom = drawRect.y + drawRect.height;
2626
2627 HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
2628
2629 readSurface->Release();
2630 drawSurface->Release();
2631
2632 if (FAILED(result))
2633 {
2634 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2635 return false;
2636 }
2637 }
2638
2639 if (blitDepthStencil)
2640 {
2641 gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
2642 gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer();
2643 RenderTarget9 *readDepthStencil = NULL;
2644 RenderTarget9 *drawDepthStencil = NULL;
2645 IDirect3DSurface9* readSurface = NULL;
2646 IDirect3DSurface9* drawSurface = NULL;
2647
2648 if (readBuffer)
2649 {
2650 readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil());
2651 }
2652 if (drawBuffer)
2653 {
2654 drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil());
2655 }
2656
2657 if (readDepthStencil)
2658 {
2659 readSurface = readDepthStencil->getSurface();
2660 }
2661 if (drawDepthStencil)
2662 {
2663 drawSurface = drawDepthStencil->getSurface();
2664 }
2665
2666 if (!readSurface || !drawSurface)
2667 {
2668 ERR("Failed to retrieve the render target.");
2669 return gl::error(GL_OUT_OF_MEMORY, false);
2670 }
2671
2672 HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE);
2673
2674 readSurface->Release();
2675 drawSurface->Release();
2676
2677 if (FAILED(result))
2678 {
2679 ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
2680 return false;
2681 }
2682 }
2683
2684 return true;
2685 }
2686
2687 void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2688 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2689 {
2690 RenderTarget9 *renderTarget = NULL;
2691 IDirect3DSurface9 *surface = NULL;
2692 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2693
2694 if (colorbuffer)
2695 {
2696 renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
2697 }
2698
2699 if (renderTarget)
2700 {
2701 surface = renderTarget->getSurface();
2702 }
2703
2704 if (!surface)
2705 {
2706 // context must be lost
2707 return;
2708 }
2709
2710 D3DSURFACE_DESC desc;
2711 surface->GetDesc(&desc);
2712
2713 if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
2714 {
2715 UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target
2716 surface->Release();
2717 return gl::error(GL_OUT_OF_MEMORY);
2718 }
2719
2720 HRESULT result;
2721 IDirect3DSurface9 *systemSurface = NULL;
2722 bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() &&
2723 x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height &&
2724 desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE;
2725 if (directToPixels)
2726 {
2727 // Use the pixels ptr as a shared handle to write directly into client's memory
2728 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2729 D3DPOOL_SYSTEMMEM, &systemSurface, &pixels);
2730 if (FAILED(result))
2731 {
2732 // Try again without the shared handle
2733 directToPixels = false;
2734 }
2735 }
2736
2737 if (!directToPixels)
2738 {
2739 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format,
2740 D3DPOOL_SYSTEMMEM, &systemSurface, NULL);
2741 if (FAILED(result))
2742 {
2743 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
2744 surface->Release();
2745 return gl::error(GL_OUT_OF_MEMORY);
2746 }
2747 }
2748
2749 result = mDevice->GetRenderTargetData(surface, systemSurface);
2750 surface->Release();
2751 surface = NULL;
2752
2753 if (FAILED(result))
2754 {
2755 systemSurface->Release();
2756
2757 // It turns out that D3D will sometimes produce more error
2758 // codes than those documented.
2759 if (d3d9::isDeviceLostError(result))
2760 {
2761 notifyDeviceLost();
2762 return gl::error(GL_OUT_OF_MEMORY);
2763 }
2764 else
2765 {
2766 UNREACHABLE();
2767 return;
2768 }
2769
2770 }
2771
2772 if (directToPixels)
2773 {
2774 systemSurface->Release();
2775 return;
2776 }
2777
2778 RECT rect;
2779 rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width));
2780 rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height));
2781 rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width));
2782 rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height));
2783
2784 D3DLOCKED_RECT lock;
2785 result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);
2786
2787 if (FAILED(result))
2788 {
2789 UNREACHABLE();
2790 systemSurface->Release();
2791
2792 return; // No sensible error to generate
2793 }
2794
2795 unsigned char *dest = (unsigned char*)pixels;
2796 unsigned short *dest16 = (unsigned short*)pixels;
2797
2798 unsigned char *source;
2799 int inputPitch;
2800 if (packReverseRowOrder)
2801 {
2802 source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
2803 inputPitch = -lock.Pitch;
2804 }
2805 else
2806 {
2807 source = (unsigned char*)lock.pBits;
2808 inputPitch = lock.Pitch;
2809 }
2810
2811 unsigned int fastPixelSize = 0;
2812
2813 if (desc.Format == D3DFMT_A8R8G8B8 &&
2814 format == GL_BGRA_EXT &&
2815 type == GL_UNSIGNED_BYTE)
2816 {
2817 fastPixelSize = 4;
2818 }
2819 else if ((desc.Format == D3DFMT_A4R4G4B4 &&
2820 format == GL_BGRA_EXT &&
2821 type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
2822 (desc.Format == D3DFMT_A1R5G5B5 &&
2823 format == GL_BGRA_EXT &&
2824 type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
2825 {
2826 fastPixelSize = 2;
2827 }
2828 else if (desc.Format == D3DFMT_A16B16G16R16F &&
2829 format == GL_RGBA &&
2830 type == GL_HALF_FLOAT_OES)
2831 {
2832 fastPixelSize = 8;
2833 }
2834 else if (desc.Format == D3DFMT_A32B32G32R32F &&
2835 format == GL_RGBA &&
2836 type == GL_FLOAT)
2837 {
2838 fastPixelSize = 16;
2839 }
2840
2841 for (int j = 0; j < rect.bottom - rect.top; j++)
2842 {
2843 if (fastPixelSize != 0)
2844 {
2845 // Fast path for formats which require no translation:
2846 // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
2847 // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
2848 // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
2849 // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
2850 // D3DFMT_A32B32G32R32F to RGBA/FLOAT
2851 //
2852 // Note that buffers with no alpha go through the slow path below.
2853 memcpy(dest + j * outputPitch,
2854 source + j * inputPitch,
2855 (rect.right - rect.left) * fastPixelSize);
2856 continue;
2857 }
2858 else if (desc.Format == D3DFMT_A8R8G8B8 &&
2859 format == GL_RGBA &&
2860 type == GL_UNSIGNED_BYTE)
2861 {
2862 // Fast path for swapping red with blue
2863 for (int i = 0; i < rect.right - rect.left; i++)
2864 {
2865 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2866 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
2867 (argb & 0xFF00FF00) | // Keep alpha and green
2868 (argb & 0x00FF0000) >> 16 | // Move red to blue
2869 (argb & 0x000000FF) << 16; // Move blue to red
2870 }
2871 continue;
2872 }
2873
2874 for (int i = 0; i < rect.right - rect.left; i++)
2875 {
2876 float r;
2877 float g;
2878 float b;
2879 float a;
2880
2881 switch (desc.Format)
2882 {
2883 case D3DFMT_R5G6B5:
2884 {
2885 unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2886
2887 a = 1.0f;
2888 b = (rgb & 0x001F) * (1.0f / 0x001F);
2889 g = (rgb & 0x07E0) * (1.0f / 0x07E0);
2890 r = (rgb & 0xF800) * (1.0f / 0xF800);
2891 }
2892 break;
2893 case D3DFMT_A1R5G5B5:
2894 {
2895 unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
2896
2897 a = (argb & 0x8000) ? 1.0f : 0.0f;
2898 b = (argb & 0x001F) * (1.0f / 0x001F);
2899 g = (argb & 0x03E0) * (1.0f / 0x03E0);
2900 r = (argb & 0x7C00) * (1.0f / 0x7C00);
2901 }
2902 break;
2903 case D3DFMT_A8R8G8B8:
2904 {
2905 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2906
2907 a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
2908 b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
2909 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
2910 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
2911 }
2912 break;
2913 case D3DFMT_X8R8G8B8:
2914 {
2915 unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2916
2917 a = 1.0f;
2918 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
2919 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
2920 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
2921 }
2922 break;
2923 case D3DFMT_A2R10G10B10:
2924 {
2925 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
2926
2927 a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
2928 b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
2929 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
2930 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
2931 }
2932 break;
2933 case D3DFMT_A32B32G32R32F:
2934 {
2935 // float formats in D3D are stored rgba, rather than the other way round
2936 r = *((float*)(source + 16 * i + j * inputPitch) + 0);
2937 g = *((float*)(source + 16 * i + j * inputPitch) + 1);
2938 b = *((float*)(source + 16 * i + j * inputPitch) + 2);
2939 a = *((float*)(source + 16 * i + j * inputPitch) + 3);
2940 }
2941 break;
2942 case D3DFMT_A16B16G16R16F:
2943 {
2944 // float formats in D3D are stored rgba, rather than the other way round
2945 r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
2946 g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
2947 b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
2948 a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
2949 }
2950 break;
2951 default:
2952 UNIMPLEMENTED(); // FIXME
2953 UNREACHABLE();
2954 return;
2955 }
2956
2957 switch (format)
2958 {
2959 case GL_RGBA:
2960 switch (type)
2961 {
2962 case GL_UNSIGNED_BYTE:
2963 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
2964 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2965 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
2966 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2967 break;
2968 default: UNREACHABLE();
2969 }
2970 break;
2971 case GL_BGRA_EXT:
2972 switch (type)
2973 {
2974 case GL_UNSIGNED_BYTE:
2975 dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
2976 dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
2977 dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
2978 dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
2979 break;
2980 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2981 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2982 // this type is packed as follows:
2983 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2984 // --------------------------------------------------------------------------------
2985 // | 4th | 3rd | 2nd | 1st component |
2986 // --------------------------------------------------------------------------------
2987 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2988 dest16[i + j * outputPitch / sizeof(unsigned short)] =
2989 ((unsigned short)(15 * a + 0.5f) << 12)|
2990 ((unsigned short)(15 * r + 0.5f) << 8) |
2991 ((unsigned short)(15 * g + 0.5f) << 4) |
2992 ((unsigned short)(15 * b + 0.5f) << 0);
2993 break;
2994 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2995 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2996 // this type is packed as follows:
2997 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2998 // --------------------------------------------------------------------------------
2999 // | 4th | 3rd | 2nd | 1st component |
3000 // --------------------------------------------------------------------------------
3001 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3002 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3003 ((unsigned short)( a + 0.5f) << 15) |
3004 ((unsigned short)(31 * r + 0.5f) << 10) |
3005 ((unsigned short)(31 * g + 0.5f) << 5) |
3006 ((unsigned short)(31 * b + 0.5f) << 0);
3007 break;
3008 default: UNREACHABLE();
3009 }
3010 break;
3011 case GL_RGB:
3012 switch (type)
3013 {
3014 case GL_UNSIGNED_SHORT_5_6_5:
3015 dest16[i + j * outputPitch / sizeof(unsigned short)] =
3016 ((unsigned short)(31 * b + 0.5f) << 0) |
3017 ((unsigned short)(63 * g + 0.5f) << 5) |
3018 ((unsigned short)(31 * r + 0.5f) << 11);
3019 break;
3020 case GL_UNSIGNED_BYTE:
3021 dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
3022 dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
3023 dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
3024 break;
3025 default: UNREACHABLE();
3026 }
3027 break;
3028 default: UNREACHABLE();
3029 }
3030 }
3031 }
3032
3033 systemSurface->UnlockRect();
3034
3035 systemSurface->Release();
3036 }
3037
3038 RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth)
3039 {
3040 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3041 IDirect3DSurface9 *surface = NULL;
3042 if (depth)
3043 {
3044 surface = swapChain9->getDepthStencil();
3045 }
3046 else
3047 {
3048 surface = swapChain9->getRenderTarget();
3049 }
3050
3051 RenderTarget9 *renderTarget = new RenderTarget9(this, surface);
3052
3053 return renderTarget;
3054 }
3055
3056 RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3057 {
3058 RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
3059 return renderTarget;
3060 }
3061
3062 ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
3063 {
3064 ShaderExecutable9 *executable = NULL;
3065
3066 switch (type)
3067 {
3068 case rx::SHADER_VERTEX:
3069 {
3070 IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
3071 if (vshader)
3072 {
3073 executable = new ShaderExecutable9(function, length, vshader);
3074 }
3075 }
3076 break;
3077 case rx::SHADER_PIXEL:
3078 {
3079 IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
3080 if (pshader)
3081 {
3082 executable = new ShaderExecutable9(function, length, pshader);
3083 }
3084 }
3085 break;
3086 default:
3087 UNREACHABLE();
3088 break;
3089 }
3090
3091 return executable;
3092 }
3093
3094 ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
3095 {
3096 const char *profile = NULL;
3097
3098 switch (type)
3099 {
3100 case rx::SHADER_VERTEX:
3101 profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
3102 break;
3103 case rx::SHADER_PIXEL:
3104 profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
3105 break;
3106 default:
3107 UNREACHABLE();
3108 return NULL;
3109 }
3110
3111 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true);
3112 if (!binary)
3113 return NULL;
3114
3115 ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
3116 binary->Release();
3117
3118 return executable;
3119 }
3120
3121 bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
3122 {
3123 return mBlit->boxFilter(source, dest);
3124 }
3125
3126 D3DPOOL Renderer9::getTexturePool(DWORD usage) const
3127 {
3128 if (mD3d9Ex != NULL)
3129 {
3130 return D3DPOOL_DEFAULT;
3131 }
3132 else
3133 {
3134 if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
3135 {
3136 return D3DPOOL_DEFAULT;
3137 }
3138 }
3139
3140 return D3DPOOL_DEFAULT;
3141 }
3142
3143 bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
3144 {
3145 if (source && dest)
3146 {
3147 HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
3148
3149 if (fromManaged)
3150 {
3151 D3DSURFACE_DESC desc;
3152 source->GetDesc(&desc);
3153
3154 IDirect3DSurface9 *surf = 0;
3155 result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
3156
3157 if (SUCCEEDED(result))
3158 {
3159 Image9::copyLockableSurfaces(surf, source);
3160 result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
3161 surf->Release();
3162 }
3163 }
3164 else
3165 {
3166 endScene();
3167 result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
3168 }
3169
3170 if (FAILED(result))
3171 {
3172 ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
3173 return false;
3174 }
3175 }
3176
3177 return true;
3178 }
3179
3180 Image *Renderer9::createImage()
3181 {
3182 return new Image9();
3183 }
3184
3185 void Renderer9::generateMipmap(Image *dest, Image *src)
3186 {
3187 Image9 *src9 = Image9::makeImage9(src);
3188 Image9 *dst9 = Image9::makeImage9(dest);
3189 Image9::generateMipmap(dst9, src9);
3190 }
3191
3192 TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain)
3193 {
3194 SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
3195 return new TextureStorage9_2D(this, swapChain9);
3196 }
3197
3198 TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3199 {
3200 return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
3201 }
3202
3203 TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3204 {
3205 return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
3206 }
3207
3208 bool Renderer9::getLUID(LUID *adapterLuid) const
3209 {
3210 adapterLuid->HighPart = 0;
3211 adapterLuid->LowPart = 0;
3212
3213 if (mD3d9Ex)
3214 {
3215 mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
3216 return true;
3217 }
3218
3219 return false;
3220 }
3221
3222 }

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