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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp2933
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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
new file mode 100644
index 0000000000..bf1c367693
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
@@ -0,0 +1,2933 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
+
+#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
+
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/features.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+#include "libANGLE/renderer/d3d/d3d9/Blit9.h"
+#include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
+#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Image9.h"
+#include "libANGLE/renderer/d3d/d3d9/IndexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/Query9.h"
+#include "libANGLE/renderer/d3d/d3d9/RenderTarget9.h"
+#include "libANGLE/renderer/d3d/d3d9/ShaderExecutable9.h"
+#include "libANGLE/renderer/d3d/d3d9/SwapChain9.h"
+#include "libANGLE/renderer/d3d/d3d9/TextureStorage9.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
+#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
+#include "libANGLE/renderer/d3d/d3d9/renderer9_utils.h"
+#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
+
+#include "third_party/trace_event/trace_event.h"
+
+#include <sstream>
+
+#include <EGL/eglext.h>
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
+#endif
+
+// Enable ANGLE_SUPPORT_SHADER_MODEL_2 if you wish devices with only shader model 2.
+// Such a device would not be conformant.
+#ifndef ANGLE_SUPPORT_SHADER_MODEL_2
+#define ANGLE_SUPPORT_SHADER_MODEL_2 0
+#endif
+
+namespace rx
+{
+
+enum
+{
+ MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256,
+ MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32,
+ MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224,
+ MAX_VARYING_VECTORS_SM2 = 8,
+ MAX_VARYING_VECTORS_SM3 = 10,
+
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4
+};
+
+Renderer9::Renderer9(egl::Display *display)
+ : RendererD3D(display)
+{
+ // Initialize global annotator
+ gl::InitializeDebugAnnotations(&mAnnotator);
+
+ mD3d9Module = NULL;
+
+ mD3d9 = NULL;
+ mD3d9Ex = NULL;
+ mDevice = NULL;
+ mDeviceEx = NULL;
+ mDeviceWindow = NULL;
+ mBlit = NULL;
+
+ mAdapter = D3DADAPTER_DEFAULT;
+
+ const egl::AttributeMap &attributes = display->getAttributeMap();
+ EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
+ switch (requestedDeviceType)
+ {
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mDeviceType = D3DDEVTYPE_HAL;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
+ mDeviceType = D3DDEVTYPE_REF;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mDeviceType = D3DDEVTYPE_NULLREF;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+
+ mMaskedClearSavedState = NULL;
+
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+ mLineLoopIB = NULL;
+ mCountingIB = NULL;
+
+ mMaxNullColorbufferLRU = 0;
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ mNullColorbufferCache[i].lruCount = 0;
+ mNullColorbufferCache[i].width = 0;
+ mNullColorbufferCache[i].height = 0;
+ mNullColorbufferCache[i].buffer = NULL;
+ }
+
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+}
+
+Renderer9::~Renderer9()
+{
+ if (mDevice)
+ {
+ // If the device is lost, reset it first to prevent leaving the driver in an unstable state
+ if (testDeviceLost())
+ {
+ resetDevice();
+ }
+ }
+
+ release();
+
+ gl::UninitializeDebugAnnotations();
+}
+
+void Renderer9::release()
+{
+ RendererD3D::cleanup();
+
+ releaseDeviceResources();
+
+ SafeRelease(mDevice);
+ SafeRelease(mDeviceEx);
+ SafeRelease(mD3d9);
+ SafeRelease(mD3d9Ex);
+
+ mCompiler.release();
+
+ if (mDeviceWindow)
+ {
+ DestroyWindow(mDeviceWindow);
+ mDeviceWindow = NULL;
+ }
+
+ mD3d9Module = NULL;
+}
+
+Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(Renderer9*, renderer));
+ return static_cast<Renderer9*>(renderer);
+}
+
+egl::Error Renderer9::initialize()
+{
+ if (!mCompiler.initialize())
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_COMPILER_ERROR,
+ "Compiler failed to initialize.");
+ }
+
+ TRACE_EVENT0("gpu", "GetModuleHandle_d3d9");
+ mD3d9Module = GetModuleHandle(TEXT("d3d9.dll"));
+
+ if (mD3d9Module == NULL)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "No D3D9 module found.");
+ }
+
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ // Use Direct3D9Ex if available. Among other things, this version is less
+ // inclined to report a lost context, for example when the user switches
+ // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available.
+ if (ANGLE_D3D9EX == ANGLE_ENABLED && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex)))
+ {
+ TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
+ ASSERT(mD3d9Ex);
+ mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
+ ASSERT(mD3d9);
+ }
+ else
+ {
+ TRACE_EVENT0("gpu", "Direct3DCreate9");
+ mD3d9 = Direct3DCreate9(D3D_SDK_VERSION);
+ }
+
+ if (!mD3d9)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D9_INIT_MISSING_DEP, "Could not create D3D9 device.");
+ }
+
+ if (mDisplay->getNativeDisplayId() != nullptr)
+ {
+ // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to
+ }
+
+ HRESULT result;
+
+ // Give up on getting device caps after about one second.
+ {
+ TRACE_EVENT0("gpu", "GetDeviceCaps");
+ for (int i = 0; i < 10; ++i)
+ {
+ result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps);
+ if (SUCCEEDED(result))
+ {
+ break;
+ }
+ else if (result == D3DERR_NOTAVAILABLE)
+ {
+ Sleep(100); // Give the driver some time to initialize/recover
+ }
+ else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_OTHER_ERROR,
+ "Failed to get device caps: Error code 0x%x\n", result);
+ }
+ }
+ }
+
+#if ANGLE_SUPPORT_SHADER_MODEL_2
+ size_t minShaderModel = 2;
+#else
+ size_t minShaderModel = 3;
+#endif
+
+ if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(minShaderModel, 0))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_UNSUPPORTED_VERSION,
+ "Renderer does not support PS %u.%u.aborting!", minShaderModel, 0);
+ }
+
+ // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported.
+ // This is required by Texture2D::ensureRenderTarget.
+ if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D9_INIT_UNSUPPORTED_STRETCHRECT,
+ "Renderer does not support StretctRect from textures.");
+ }
+
+ {
+ TRACE_EVENT0("gpu", "GetAdapterIdentifier");
+ mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier);
+ }
+
+ static const TCHAR windowName[] = TEXT("AngleHiddenWindow");
+ static const TCHAR className[] = TEXT("STATIC");
+
+ {
+ TRACE_EVENT0("gpu", "CreateWindowEx");
+ mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL);
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+ DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES | D3DCREATE_MULTITHREADED;
+
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice);
+ }
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST)
+ {
+ return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY,
+ "CreateDevice failed: device lost of out of memory");
+ }
+
+ if (FAILED(result))
+ {
+ TRACE_EVENT0("gpu", "D3d9_CreateDevice2");
+ result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST);
+ return egl::Error(EGL_BAD_ALLOC, D3D9_INIT_OUT_OF_MEMORY,
+ "CreateDevice2 failed: device lost, not available, or of out of memory");
+ }
+ }
+
+ if (mD3d9Ex)
+ {
+ TRACE_EVENT0("gpu", "mDevice_QueryInterface");
+ result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&mDeviceEx);
+ ASSERT(SUCCEEDED(result));
+ }
+
+ {
+ TRACE_EVENT0("gpu", "ShaderCache initialize");
+ mVertexShaderCache.initialize(mDevice);
+ mPixelShaderCache.initialize(mDevice);
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Check vertex texture support
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
+
+ initializeDevice();
+
+ return egl::Error(EGL_SUCCESS);
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer9::initializeDevice()
+{
+ // Permanent non-default states
+ mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
+
+ if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
+ }
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+
+ mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
+
+ mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+ mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
+
+ mCurVertexTextureSerials.resize(rendererCaps.maxVertexTextureImageUnits);
+ mCurPixelTextureSerials.resize(rendererCaps.maxTextureImageUnits);
+
+ markAllStateDirty();
+
+ mSceneStarted = false;
+
+ ASSERT(!mBlit);
+ mBlit = new Blit9(this);
+ mBlit->initialize();
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this, getRendererClass());
+}
+
+D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
+{
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+
+ // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
+ presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
+ presentParameters.BackBufferWidth = 1;
+ presentParameters.BackBufferHeight = 1;
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = mDeviceWindow;
+ presentParameters.MultiSampleQuality = 0;
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
+ presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+
+ return presentParameters;
+}
+
+egl::ConfigSet Renderer9::generateConfigs() const
+{
+ static const GLenum colorBufferFormats[] =
+ {
+ GL_BGR5_A1_ANGLEX,
+ GL_BGRA8_EXT,
+ GL_RGB565,
+
+ };
+
+ static const GLenum depthStencilBufferFormats[] =
+ {
+ GL_NONE,
+ GL_DEPTH_COMPONENT32_OES,
+ GL_DEPTH24_STENCIL8_OES,
+ GL_DEPTH_COMPONENT24_OES,
+ GL_DEPTH_COMPONENT16,
+ };
+
+ const gl::Caps &rendererCaps = getRendererCaps();
+ const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Determine the min and max swap intervals
+ int minSwapInterval = 4;
+ int maxSwapInterval = 0;
+
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 0);
+ maxSwapInterval = std::max(maxSwapInterval, 0);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 1);
+ maxSwapInterval = std::max(maxSwapInterval, 1);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO)
+ {
+ minSwapInterval = std::min(minSwapInterval, 2);
+ maxSwapInterval = std::max(maxSwapInterval, 2);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE)
+ {
+ minSwapInterval = std::min(minSwapInterval, 3);
+ maxSwapInterval = std::max(maxSwapInterval, 3);
+ }
+ if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR)
+ {
+ minSwapInterval = std::min(minSwapInterval, 4);
+ maxSwapInterval = std::max(maxSwapInterval, 4);
+ }
+
+ egl::ConfigSet configs;
+ for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
+ {
+ GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
+ const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
+ if (colorBufferFormatCaps.renderable)
+ {
+ for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
+ {
+ GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
+ const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
+ {
+ const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
+ const d3d9::TextureFormat &d3d9ColorBufferFormatInfo = d3d9::GetTextureFormatInfo(colorBufferInternalFormat);
+
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
+ config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
+ config.colorBufferType = EGL_RGB_BUFFER;
+ // Mark as slow if blits to the back-buffer won't be straight forward
+ config.configCaveat = (currentDisplayMode.Format == d3d9ColorBufferFormatInfo.renderFormat) ? EGL_NONE : EGL_SLOW_CONFIG;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+ config.conformant = EGL_OPENGL_ES2_BIT;
+ config.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ config.matchNativePixmap = EGL_NONE;
+ config.maxPBufferWidth = rendererCaps.max2DTextureSize;
+ config.maxPBufferHeight = rendererCaps.max2DTextureSize;
+ config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
+ config.maxSwapInterval = maxSwapInterval;
+ config.minSwapInterval = minSwapInterval;
+ config.nativeRenderable = EGL_FALSE;
+ config.nativeVisualID = 0;
+ config.nativeVisualType = EGL_NONE;
+ config.renderableType = EGL_OPENGL_ES2_BIT;
+ config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
+ config.samples = 0;
+ config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
+ config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
+ config.transparentType = EGL_NONE;
+ config.transparentRedValue = 0;
+ config.transparentGreenValue = 0;
+ config.transparentBlueValue = 0;
+
+ configs.add(config);
+ }
+ }
+ }
+ }
+
+ ASSERT(configs.size() > 0);
+ return configs;
+}
+
+void Renderer9::startScene()
+{
+ if (!mSceneStarted)
+ {
+ long result = mDevice->BeginScene();
+ if (SUCCEEDED(result)) {
+ // This is defensive checking against the device being
+ // lost at unexpected times.
+ mSceneStarted = true;
+ }
+ }
+}
+
+void Renderer9::endScene()
+{
+ if (mSceneStarted)
+ {
+ // EndScene can fail if the device was lost, for example due
+ // to a TDR during a draw call.
+ mDevice->EndScene();
+ mSceneStarted = false;
+ }
+}
+
+gl::Error Renderer9::flush()
+{
+ IDirect3DQuery9* query = NULL;
+ gl::Error error = allocateEventQuery(&query);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ HRESULT result = query->Issue(D3DISSUE_END);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result);
+ }
+
+ // Grab the query data once
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ freeEventQuery(query);
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::finish()
+{
+ IDirect3DQuery9* query = NULL;
+ gl::Error error = allocateEventQuery(&query);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ HRESULT result = query->Issue(D3DISSUE_END);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to issue event query, result: 0x%X.", result);
+ }
+
+ // Grab the query data once
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ freeEventQuery(query);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ // Loop until the query completes
+ while (result == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ Sleep(0);
+
+ result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
+
+ // explicitly check for device loss
+ // some drivers seem to return S_FALSE even if the device is lost
+ // instead of D3DERR_DEVICELOST like they should
+ if (result == S_FALSE && testDeviceLost())
+ {
+ result = D3DERR_DEVICELOST;
+ }
+
+ if (FAILED(result))
+ {
+ if (d3d9::isDeviceLostError(result))
+ {
+ notifyDeviceLost();
+ }
+
+ freeEventQuery(query);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result);
+ }
+
+ }
+
+ freeEventQuery(query);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+SwapChainD3D *Renderer9::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+{
+ return new SwapChain9(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
+}
+
+gl::Error Renderer9::allocateEventQuery(IDirect3DQuery9 **outQuery)
+{
+ if (mEventQueryPool.empty())
+ {
+ HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, outQuery);
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate event query, result: 0x%X.", result);
+ }
+ }
+ else
+ {
+ *outQuery = mEventQueryPool.back();
+ mEventQueryPool.pop_back();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::freeEventQuery(IDirect3DQuery9* query)
+{
+ if (mEventQueryPool.size() > 1000)
+ {
+ SafeRelease(query);
+ }
+ else
+ {
+ mEventQueryPool.push_back(query);
+ }
+}
+
+gl::Error Renderer9::createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader)
+{
+ return mVertexShaderCache.create(function, length, outShader);
+}
+
+gl::Error Renderer9::createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader)
+{
+ return mPixelShaderCache.create(function, length, outShader);
+}
+
+HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
+}
+
+VertexBuffer *Renderer9::createVertexBuffer()
+{
+ return new VertexBuffer9(this);
+}
+
+HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
+{
+ D3DPOOL Pool = getBufferPool(Usage);
+ return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
+}
+
+IndexBuffer *Renderer9::createIndexBuffer()
+{
+ return new IndexBuffer9(this);
+}
+
+BufferImpl *Renderer9::createBuffer()
+{
+ return new Buffer9(this);
+}
+
+VertexArrayImpl *Renderer9::createVertexArray()
+{
+ return new VertexArray9(this);
+}
+
+QueryImpl *Renderer9::createQuery(GLenum type)
+{
+ return new Query9(this, type);
+}
+
+FenceNVImpl *Renderer9::createFenceNV()
+{
+ return new FenceNV9(this);
+}
+
+FenceSyncImpl *Renderer9::createFenceSync()
+{
+ // Renderer9 doesn't support ES 3.0 and its sync objects.
+ UNREACHABLE();
+ return NULL;
+}
+
+TransformFeedbackImpl* Renderer9::createTransformFeedback()
+{
+ return new TransformFeedbackD3D();
+}
+
+bool Renderer9::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ return false;
+}
+
+gl::Error Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ // Pixel buffer objects are not supported in D3D9, since D3D9 is ES2-only and PBOs are ES3.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::generateSwizzle(gl::Texture *texture)
+{
+ // Swizzled textures are not available in ES2 or D3D9
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerState)
+{
+ std::vector<bool> &forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> &appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
+
+ if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
+ {
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *storage = nullptr;
+ gl::Error error = textureD3D->getNativeTexture(&storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Storage should exist, texture should be complete
+ ASSERT(storage);
+
+ DWORD baseLevel = samplerState.baseLevel + storage->getTopLevel();
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
+
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
+ D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
+ gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, baseLevel);
+ if (getRendererExtensions().textureFilterAnisotropic)
+ {
+ mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
+ }
+ }
+
+ forceSetSamplers[index] = false;
+ appliedSamplers[index] = samplerState;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+ int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
+ int d3dSampler = index + d3dSamplerOffset;
+ IDirect3DBaseTexture9 *d3dTexture = NULL;
+ unsigned int serial = 0;
+ bool forceSetTexture = false;
+
+ std::vector<unsigned int> &appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
+
+ if (texture)
+ {
+ TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = nullptr;
+ gl::Error error = textureImpl->getNativeTexture(&texStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Texture should be complete and have a storage
+ ASSERT(texStorage);
+
+ TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage);
+ error = storage9->getBaseTexture(&d3dTexture);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // If we get NULL back from getBaseTexture here, something went wrong
+ // in the texture class and we're unexpectedly missing the d3d texture
+ ASSERT(d3dTexture != NULL);
+
+ serial = texture->getTextureSerial();
+ forceSetTexture = textureImpl->hasDirtyImages();
+ textureImpl->resetDirty();
+ }
+
+ if (forceSetTexture || appliedSerials[index] != serial)
+ {
+ mDevice->SetTexture(d3dSampler, d3dTexture);
+ }
+
+ appliedSerials[index] = serial;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setUniformBuffers(const gl::Data &/*data*/,
+ const GLint /*vertexUniformBuffers*/[],
+ const GLint /*fragmentUniformBuffers*/[])
+{
+ // No effect in ES2/D3D9
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
+{
+ bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
+
+ if (rasterStateChanged)
+ {
+ // Set the cull mode
+ if (rasterState.cullFace)
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ }
+
+ if (rasterState.polygonOffsetFill)
+ {
+ if (mCurDepthSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
+
+ float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
+ mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
+ }
+
+ mCurRasterState = rasterState;
+ }
+
+ mForceSetRasterState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask)
+{
+ bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
+ bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0;
+ bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask;
+
+ if (blendStateChanged || blendColorChanged)
+ {
+ if (blendState.blend)
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
+ blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha),
+ gl::unorm<8>(blendColor.alpha)));
+ }
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB));
+ mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB));
+ mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB));
+
+ if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha ||
+ blendState.destBlendRGB != blendState.destBlendAlpha ||
+ blendState.blendEquationRGB != blendState.blendEquationAlpha)
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha));
+ mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha));
+ mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
+ }
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ }
+
+ if (blendState.sampleAlphaToCoverage)
+ {
+ FIXME("Sample alpha to coverage is unimplemented.");
+ }
+
+ gl::FramebufferAttachment *attachment = framebuffer->getFirstColorbuffer();
+ GLenum internalFormat = attachment ? attachment->getInternalFormat() : GL_NONE;
+
+ // Set the color mask
+ bool zeroColorMaskAllowed = getVendorId() != VENDOR_ID_AMD;
+ // Apparently some ATI cards have a bug where a draw with a zero color
+ // write mask can cause later draws to have incorrect results. Instead,
+ // set a nonzero color write mask but modify the blend state so that no
+ // drawing is done.
+ // http://code.google.com/p/angleproject/issues/detail?id=169
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ DWORD colorMask = gl_d3d9::ConvertColorMask(formatInfo.redBits > 0 && blendState.colorMaskRed,
+ formatInfo.greenBits > 0 && blendState.colorMaskGreen,
+ formatInfo.blueBits > 0 && blendState.colorMaskBlue,
+ formatInfo.alphaBits > 0 && blendState.colorMaskAlpha);
+ if (colorMask == 0 && !zeroColorMaskAllowed)
+ {
+ // Enable green channel, but set blending so nothing will be drawn.
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+
+ mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
+ mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
+ mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
+ }
+
+ mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE);
+
+ mCurBlendState = blendState;
+ mCurBlendColor = blendColor;
+ }
+
+ if (sampleMaskChanged)
+ {
+ // Set the multisample mask
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask));
+
+ mCurSampleMask = sampleMask;
+ }
+
+ mForceSetBlendState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW)
+{
+ bool depthStencilStateChanged = mForceSetDepthStencilState ||
+ memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
+ bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
+ stencilBackRef != mCurStencilBackRef;
+ bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
+
+ if (depthStencilStateChanged)
+ {
+ if (depthStencilState.depthTest)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ }
+
+ mCurDepthStencilState = depthStencilState;
+ }
+
+ if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged)
+ {
+ if (depthStencilState.stencilTest && mCurStencilSize > 0)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
+
+ // FIXME: Unsupported by D3D9
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
+ const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
+
+ ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
+ ASSERT(stencilRef == stencilBackRef);
+ ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
+
+ // get the maximum size of the stencil ref
+ unsigned int maxStencil = (1 << mCurStencilSize) - 1;
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilWritemask);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilMask);
+
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail));
+ mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK,
+ depthStencilState.stencilBackWritemask);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
+ gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
+ (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
+ depthStencilState.stencilBackMask);
+
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail));
+ mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
+ gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
+
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
+ mCurFrontFaceCCW = frontFaceCCW;
+ }
+
+ mForceSetDepthStencilState = false;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
+{
+ bool scissorChanged = mForceSetScissor ||
+ memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
+ enabled != mScissorEnabled;
+
+ if (scissorChanged)
+ {
+ if (enabled)
+ {
+ RECT rect;
+ rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
+ rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
+ mDevice->SetScissorRect(&rect);
+ }
+
+ mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE);
+
+ mScissorEnabled = enabled;
+ mCurScissor = scissor;
+ }
+
+ mForceSetScissor = false;
+}
+
+void Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport)
+{
+ gl::Rectangle actualViewport = viewport;
+ float actualZNear = gl::clamp01(zNear);
+ float actualZFar = gl::clamp01(zFar);
+ if (ignoreViewport)
+ {
+ actualViewport.x = 0;
+ actualViewport.y = 0;
+ actualViewport.width = mRenderTargetDesc.width;
+ actualViewport.height = mRenderTargetDesc.height;
+ actualZNear = 0.0f;
+ actualZFar = 1.0f;
+ }
+
+ D3DVIEWPORT9 dxViewport;
+ dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
+ dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
+ dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X));
+ dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y));
+ dxViewport.MinZ = actualZNear;
+ dxViewport.MaxZ = actualZFar;
+
+ float depthFront = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
+
+ bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
+ actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront;
+ if (viewportChanged)
+ {
+ mDevice->SetViewport(&dxViewport);
+
+ mCurViewport = actualViewport;
+ mCurNear = actualZNear;
+ mCurFar = actualZFar;
+ mCurDepthFront = depthFront;
+
+ dx_VertexConstants vc = {0};
+ dx_PixelConstants pc = {0};
+
+ vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width;
+ vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height;
+ vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width;
+ vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height;
+
+ pc.viewCoords[0] = actualViewport.width * 0.5f;
+ pc.viewCoords[1] = actualViewport.height * 0.5f;
+ pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
+ pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
+
+ pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
+ pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
+ pc.depthFront[2] = depthFront;
+
+ vc.depthRange[0] = actualZNear;
+ vc.depthRange[1] = actualZFar;
+ vc.depthRange[2] = actualZFar - actualZNear;
+
+ pc.depthRange[0] = actualZNear;
+ pc.depthRange[1] = actualZFar;
+ pc.depthRange[2] = actualZFar - actualZNear;
+
+ if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ {
+ mVertexConstants = vc;
+ mDxUniformsDirty = true;
+ }
+
+ if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ {
+ mPixelConstants = pc;
+ mDxUniformsDirty = true;
+ }
+ }
+
+ mForceSetViewport = false;
+}
+
+bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
+{
+ switch (mode)
+ {
+ case GL_POINTS:
+ mPrimitiveType = D3DPT_POINTLIST;
+ mPrimitiveCount = count;
+ break;
+ case GL_LINES:
+ mPrimitiveType = D3DPT_LINELIST;
+ mPrimitiveCount = count / 2;
+ break;
+ case GL_LINE_LOOP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately
+ break;
+ case GL_LINE_STRIP:
+ mPrimitiveType = D3DPT_LINESTRIP;
+ mPrimitiveCount = count - 1;
+ break;
+ case GL_TRIANGLES:
+ mPrimitiveType = D3DPT_TRIANGLELIST;
+ mPrimitiveCount = count / 3;
+ break;
+ case GL_TRIANGLE_STRIP:
+ mPrimitiveType = D3DPT_TRIANGLESTRIP;
+ mPrimitiveCount = count - 2;
+ break;
+ case GL_TRIANGLE_FAN:
+ mPrimitiveType = D3DPT_TRIANGLEFAN;
+ mPrimitiveCount = count - 2;
+ break;
+ default:
+ UNREACHABLE();
+ return false;
+ }
+
+ return mPrimitiveCount > 0;
+}
+
+
+gl::Error Renderer9::getNullColorbuffer(const gl::FramebufferAttachment *depthbuffer, const gl::FramebufferAttachment **outColorBuffer)
+{
+ ASSERT(depthbuffer);
+
+ GLsizei width = depthbuffer->getWidth();
+ GLsizei height = depthbuffer->getHeight();
+
+ // search cached nullcolorbuffers
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].buffer != NULL &&
+ mNullColorbufferCache[i].width == width &&
+ mNullColorbufferCache[i].height == height)
+ {
+ mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU;
+ *outColorBuffer = mNullColorbufferCache[i].buffer;
+ return gl::Error(GL_NO_ERROR);
+ }
+ }
+
+ gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(createRenderbuffer(), 0);
+ gl::Error error = nullRenderbuffer->setStorage(GL_NONE, width, height);
+ if (error.isError())
+ {
+ SafeDelete(nullRenderbuffer);
+ return error;
+ }
+
+ gl::RenderbufferAttachment *nullbuffer = new gl::RenderbufferAttachment(GL_NONE, nullRenderbuffer);
+
+ // add nullbuffer to the cache
+ NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0];
+ for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ if (mNullColorbufferCache[i].lruCount < oldest->lruCount)
+ {
+ oldest = &mNullColorbufferCache[i];
+ }
+ }
+
+ delete oldest->buffer;
+ oldest->buffer = nullbuffer;
+ oldest->lruCount = ++mMaxNullColorbufferLRU;
+ oldest->width = width;
+ oldest->height = height;
+
+ *outColorBuffer = nullbuffer;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyRenderTarget(const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer)
+{
+ // if there is no color attachment we must synthesize a NULL colorattachment
+ // to keep the D3D runtime happy. This should only be possible if depth texturing.
+ if (!colorBuffer)
+ {
+ gl::Error error = getNullColorbuffer(depthStencilBuffer, &colorBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ ASSERT(colorBuffer);
+
+ size_t renderTargetWidth = 0;
+ size_t renderTargetHeight = 0;
+ D3DFORMAT renderTargetFormat = D3DFMT_UNKNOWN;
+
+ bool renderTargetChanged = false;
+ unsigned int renderTargetSerial = GetAttachmentSerial(colorBuffer);
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ // Apply the render target on the device
+ RenderTarget9 *renderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(colorBuffer, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(renderTarget);
+
+ IDirect3DSurface9 *renderTargetSurface = renderTarget->getSurface();
+ ASSERT(renderTargetSurface);
+
+ mDevice->SetRenderTarget(0, renderTargetSurface);
+ SafeRelease(renderTargetSurface);
+
+ renderTargetWidth = renderTarget->getWidth();
+ renderTargetHeight = renderTarget->getHeight();
+ renderTargetFormat = renderTarget->getD3DFormat();
+
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ renderTargetChanged = true;
+ }
+
+ unsigned int depthStencilSerial = (depthStencilBuffer != nullptr) ? GetAttachmentSerial(depthStencilBuffer) : 0;
+ if (depthStencilSerial != mAppliedDepthStencilSerial || !mDepthStencilInitialized)
+ {
+ unsigned int depthSize = 0;
+ unsigned int stencilSize = 0;
+
+ // Apply the depth stencil on the device
+ if (depthStencilBuffer)
+ {
+ RenderTarget9 *depthStencilRenderTarget = NULL;
+ gl::Error error = d3d9::GetAttachmentRenderTarget(depthStencilBuffer, &depthStencilRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+ ASSERT(depthStencilRenderTarget);
+
+ IDirect3DSurface9 *depthStencilSurface = depthStencilRenderTarget->getSurface();
+ ASSERT(depthStencilSurface);
+
+ mDevice->SetDepthStencilSurface(depthStencilSurface);
+ SafeRelease(depthStencilSurface);
+
+ depthSize = depthStencilBuffer->getDepthSize();
+ stencilSize = depthStencilBuffer->getStencilSize();
+ }
+ else
+ {
+ mDevice->SetDepthStencilSurface(NULL);
+ }
+
+ if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
+ {
+ mCurDepthSize = depthSize;
+ mForceSetRasterState = true;
+ }
+
+ if (!mDepthStencilInitialized || stencilSize != mCurStencilSize)
+ {
+ mCurStencilSize = stencilSize;
+ mForceSetDepthStencilState = true;
+ }
+
+ mAppliedDepthStencilSerial = depthStencilSerial;
+ mDepthStencilInitialized = true;
+ }
+
+ if (renderTargetChanged || !mRenderTargetDescInitialized)
+ {
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ mRenderTargetDesc.width = renderTargetWidth;
+ mRenderTargetDesc.height = renderTargetHeight;
+ mRenderTargetDesc.format = renderTargetFormat;
+ mRenderTargetDescInitialized = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyRenderTarget(const gl::Framebuffer *framebuffer)
+{
+ return applyRenderTarget(framebuffer->getColorbuffer(0), framebuffer->getDepthOrStencilbuffer());
+}
+
+gl::Error Renderer9::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, state.getProgram(), instances, &mRepeatDraw);
+}
+
+// Applies the indices and element array bindings to the Direct3D 9 device
+gl::Error Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+{
+ gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(indexInfo->storage == NULL);
+
+ if (indexInfo->serial != mAppliedIBSerial)
+ {
+ IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer);
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = indexInfo->serial;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::applyTransformFeedbackBuffers(const gl::State& state)
+{
+ ASSERT(!state.isTransformFeedbackActiveUnpaused());
+}
+
+gl::Error Renderer9::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
+{
+ ASSERT(!data.state->isTransformFeedbackActiveUnpaused());
+
+ startScene();
+
+ if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
+ }
+ else if (instances > 0)
+ {
+ StaticIndexBufferInterface *countingIB = NULL;
+ gl::Error error = getCountingIB(count, &countingIB);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mAppliedIBSerial != countingIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = countingIB->getSerial();
+ }
+
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+ }
+ else // Regular case
+ {
+ mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount);
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/)
+{
+ startScene();
+
+ int minIndex = static_cast<int>(indexInfo.indexRange.start);
+
+ if (mode == GL_POINTS)
+ {
+ return drawIndexedPoints(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else if (mode == GL_LINE_LOOP)
+ {
+ return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
+ }
+ else
+ {
+ for (int i = 0; i < mRepeatDraw; i++)
+ {
+ GLsizei vertexCount = static_cast<int>(indexInfo.indexRange.length()) + 1;
+ mDevice->DrawIndexedPrimitive(mPrimitiveType, -minIndex, minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount);
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+}
+
+gl::Error Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Get the raw indices for an indexed draw
+ if (type != GL_NONE && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+ indices = bufferData + offset;
+ }
+
+ unsigned int startIndex = 0;
+
+ if (getRendererExtensions().elementIndexUint)
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count)+1) * sizeof(unsigned int);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset = 0;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 4;
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT);
+ if (error.isError())
+ {
+ SafeDelete(mLineLoopIB);
+ return error;
+ }
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short)))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
+ }
+
+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short);
+ gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ void* mappedMemory = NULL;
+ unsigned int offset;
+ error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ startIndex = static_cast<unsigned int>(offset) / 2;
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+ data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLubyte*>(indices)[i];
+ }
+ data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLushort*>(indices)[i];
+ }
+ data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+ for (int i = 0; i < count; i++)
+ {
+ data[i] = static_cast<const GLuint*>(indices)[i];
+ }
+ data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+
+ error = mLineLoopIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ if (mAppliedIBSerial != mLineLoopIB->getSerial())
+ {
+ IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer());
+
+ mDevice->SetIndices(indexBuffer->getBuffer());
+ mAppliedIBSerial = mLineLoopIB->getSerial();
+ }
+
+ mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+template <typename T>
+static gl::Error drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices, int minIndex)
+{
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]) - minIndex;
+ device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+{
+ // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call
+ // for each individual point. This call is not expected to happen often.
+
+ if (elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = NULL;
+ gl::Error error = storage->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ indices = bufferData + offset;
+ }
+
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE: return drawPoints<GLubyte>(mDevice, count, indices, minIndex);
+ case GL_UNSIGNED_SHORT: return drawPoints<GLushort>(mDevice, count, indices, minIndex);
+ case GL_UNSIGNED_INT: return drawPoints<GLuint>(mDevice, count, indices, minIndex);
+ default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION);
+ }
+}
+
+gl::Error Renderer9::getCountingIB(size_t count, StaticIndexBufferInterface **outIB)
+{
+ // Update the counting index buffer if it is not large enough or has not been created yet.
+ if (count <= 65536) // 16-bit indices
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned short);
+
+ if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
+ {
+ SafeDelete(mCountingIB);
+ mCountingIB = new StaticIndexBufferInterface(this);
+ mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT);
+
+ void *mappedMemory = NULL;
+ gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory);
+ for (size_t i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ error = mCountingIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else if (getRendererExtensions().elementIndexUint)
+ {
+ const unsigned int spaceNeeded = count * sizeof(unsigned int);
+
+ if (!mCountingIB || mCountingIB->getBufferSize() < spaceNeeded)
+ {
+ SafeDelete(mCountingIB);
+ mCountingIB = new StaticIndexBufferInterface(this);
+ mCountingIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
+
+ void *mappedMemory = NULL;
+ gl::Error error = mCountingIB->mapBuffer(spaceNeeded, &mappedMemory, NULL);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+ for (size_t i = 0; i < count; i++)
+ {
+ data[i] = i;
+ }
+
+ error = mCountingIB->unmapBuffer();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Could not create a counting index buffer for glDrawArraysInstanced.");
+ }
+
+ *outIB = mCountingIB;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive)
+{
+ ASSERT(!transformFeedbackActive);
+ ASSERT(!rasterizerDiscard);
+
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+
+ ShaderExecutableD3D *vertexExe = NULL;
+ gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ShaderExecutableD3D *pixelExe = NULL;
+ error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ IDirect3DVertexShader9 *vertexShader = (vertexExe ? ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader() : NULL);
+ IDirect3DPixelShader9 *pixelShader = (pixelExe ? ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader() : NULL);
+
+ if (vertexShader != mAppliedVertexShader)
+ {
+ mDevice->SetVertexShader(vertexShader);
+ mAppliedVertexShader = vertexShader;
+ }
+
+ if (pixelShader != mAppliedPixelShader)
+ {
+ mDevice->SetPixelShader(pixelShader);
+ mAppliedPixelShader = pixelShader;
+ }
+
+ // D3D9 has a quirk where creating multiple shaders with the same content
+ // can return the same shader pointer. Because GL programs store different data
+ // per-program, checking the program serial guarantees we upload fresh
+ // uniform data even if our shader pointers are the same.
+ // https://code.google.com/p/angleproject/issues/detail?id=661
+ unsigned int programSerial = programD3D->getSerial();
+ if (programSerial != mAppliedProgramSerial)
+ {
+ programD3D->dirtyAllUniforms();
+ mDxUniformsDirty = true;
+ mAppliedProgramSerial = programSerial;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
+{
+ for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ {
+ gl::LinkedUniform *targetUniform = uniformArray[uniformIndex];
+
+ if (targetUniform->dirty)
+ {
+ GLfloat *f = (GLfloat*)targetUniform->data;
+ GLint *i = (GLint*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ break;
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ applyUniformnbv(targetUniform, i);
+ break;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4:
+ applyUniformnfv(targetUniform, f);
+ break;
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ applyUniformniv(targetUniform, i);
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+ }
+
+ // Driver uniforms
+ if (mDxUniformsDirty)
+ {
+ mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4]));
+ mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4]));
+ mDxUniformsDirty = false;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->isReferencedByFragmentShader())
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
+ }
+
+ if (targetUniform->isReferencedByVertexShader())
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
+ }
+}
+
+void Renderer9::applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (GLfloat)v[4 * i + 0];
+ vector[i][1] = (GLfloat)v[4 * i + 1];
+ vector[i][2] = (GLfloat)v[4 * i + 2];
+ vector[i][3] = (GLfloat)v[4 * i + 3];
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+void Renderer9::applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v)
+{
+ ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9);
+ GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4];
+
+ for (unsigned int i = 0; i < targetUniform->registerCount; i++)
+ {
+ vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f;
+ vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+
+ applyUniformnfv(targetUniform, (GLfloat*)vector);
+}
+
+gl::Error Renderer9::clear(const ClearParameters &clearParams,
+ const gl::FramebufferAttachment *colorBuffer,
+ const gl::FramebufferAttachment *depthStencilBuffer)
+{
+ if (clearParams.colorClearType != GL_FLOAT)
+ {
+ // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ bool clearColor = clearParams.clearColor[0];
+ for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
+ {
+ if (clearParams.clearColor[i] != clearColor)
+ {
+ // Clearing individual buffers other than buffer zero is not supported by Renderer9 and ES 2.0
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+ }
+
+ float depth = gl::clamp01(clearParams.depthClearValue);
+ DWORD stencil = clearParams.stencilClearValue & 0x000000FF;
+
+ unsigned int stencilUnmasked = 0x0;
+ if (clearParams.clearStencil && depthStencilBuffer->getStencilSize() > 0)
+ {
+ RenderTargetD3D *stencilRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(depthStencilBuffer, &stencilRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget9 *stencilRenderTarget9 = RenderTarget9::makeRenderTarget9(stencilRenderTarget);
+ ASSERT(stencilRenderTarget9);
+
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(stencilRenderTarget9->getD3DFormat());
+ stencilUnmasked = (0x1 << d3dFormatInfo.stencilBits) - 1;
+ }
+
+ const bool needMaskedStencilClear = clearParams.clearStencil &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ bool needMaskedColorClear = false;
+ D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0);
+ if (clearColor)
+ {
+ RenderTargetD3D *colorRenderTarget = NULL;
+ gl::Error error = GetAttachmentRenderTarget(colorBuffer, &colorRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget9 *colorRenderTarget9 = RenderTarget9::makeRenderTarget9(colorRenderTarget);
+ ASSERT(colorRenderTarget9);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(colorBuffer->getInternalFormat());
+ const d3d9::D3DFormat &d3dFormatInfo = d3d9::GetD3DFormatInfo(colorRenderTarget9->getD3DFormat());
+
+ color = D3DCOLOR_ARGB(gl::unorm<8>((formatInfo.alphaBits == 0 && d3dFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ gl::unorm<8>((formatInfo.redBits == 0 && d3dFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
+ gl::unorm<8>((formatInfo.greenBits == 0 && d3dFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
+ gl::unorm<8>((formatInfo.blueBits == 0 && d3dFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue));
+
+ if ((formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
+ (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
+ (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
+ (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ needMaskedColorClear = true;
+ }
+ }
+
+ if (needMaskedColorClear || needMaskedStencilClear)
+ {
+ // State which is altered in all paths from this point to the clear call is saved.
+ // State which is altered in only some paths will be flagged dirty in the case that
+ // that path is taken.
+ HRESULT hr;
+ if (mMaskedClearSavedState == NULL)
+ {
+ hr = mDevice->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ mDevice->SetStreamSource(0, NULL, 0, 0);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ hr = mDevice->EndStateBlock(&mMaskedClearSavedState);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mMaskedClearSavedState != NULL);
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ hr = mMaskedClearSavedState->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+
+ if (clearColor)
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
+ gl_d3d9::ConvertColorMask(clearParams.colorMaskRed,
+ clearParams.colorMaskGreen,
+ clearParams.colorMaskBlue,
+ clearParams.colorMaskAlpha));
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
+ }
+
+ if (stencilUnmasked != 0x0 && clearParams.clearStencil)
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
+ mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
+ mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
+ mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask);
+ mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
+ mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
+ }
+ else
+ {
+ mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ }
+
+ mDevice->SetPixelShader(NULL);
+ mDevice->SetVertexShader(NULL);
+ mDevice->SetFVF(D3DFVF_XYZRHW);
+ mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
+ mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color);
+ mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mDevice->SetStreamSourceFreq(i, 1);
+ }
+
+ float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges
+ quad[0][0] = -0.5f;
+ quad[0][1] = mRenderTargetDesc.height - 0.5f;
+ quad[0][2] = 0.0f;
+ quad[0][3] = 1.0f;
+
+ quad[1][0] = mRenderTargetDesc.width - 0.5f;
+ quad[1][1] = mRenderTargetDesc.height - 0.5f;
+ quad[1][2] = 0.0f;
+ quad[1][3] = 1.0f;
+
+ quad[2][0] = -0.5f;
+ quad[2][1] = -0.5f;
+ quad[2][2] = 0.0f;
+ quad[2][3] = 1.0f;
+
+ quad[3][0] = mRenderTargetDesc.width - 0.5f;
+ quad[3][1] = -0.5f;
+ quad[3][2] = 0.0f;
+ quad[3][3] = 1.0f;
+
+ startScene();
+ mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4]));
+
+ if (clearParams.clearDepth)
+ {
+ mDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
+ mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
+ mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil);
+ }
+
+ if (mMaskedClearSavedState != NULL)
+ {
+ mMaskedClearSavedState->Apply();
+ }
+ }
+ else if (clearColor || clearParams.clearDepth || clearParams.clearStencil)
+ {
+ DWORD dxClearFlags = 0;
+ if (clearColor)
+ {
+ dxClearFlags |= D3DCLEAR_TARGET;
+ }
+ if (clearParams.clearDepth)
+ {
+ dxClearFlags |= D3DCLEAR_ZBUFFER;
+ }
+ if (clearParams.clearStencil)
+ {
+ dxClearFlags |= D3DCLEAR_STENCIL;
+ }
+
+ mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Renderer9::markAllStateDirty()
+{
+ mAppliedRenderTargetSerial = 0;
+ mAppliedDepthStencilSerial = 0;
+ mDepthStencilInitialized = false;
+ mRenderTargetDescInitialized = false;
+
+ mForceSetDepthStencilState = true;
+ mForceSetRasterState = true;
+ mForceSetScissor = true;
+ mForceSetViewport = true;
+ mForceSetBlendState = true;
+
+ ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexTextureSerials.size());
+ for (unsigned int i = 0; i < mForceSetVertexSamplerStates.size(); i++)
+ {
+ mForceSetVertexSamplerStates[i] = true;
+ mCurVertexTextureSerials[i] = 0;
+ }
+
+ ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelTextureSerials.size());
+ for (unsigned int i = 0; i < mForceSetPixelSamplerStates.size(); i++)
+ {
+ mForceSetPixelSamplerStates[i] = true;
+ mCurPixelTextureSerials[i] = 0;
+ }
+
+ mAppliedIBSerial = 0;
+ mAppliedVertexShader = NULL;
+ mAppliedPixelShader = NULL;
+ mAppliedProgramSerial = 0;
+ mDxUniformsDirty = true;
+
+ mVertexDeclarationCache.markStateDirty();
+}
+
+void Renderer9::releaseDeviceResources()
+{
+ for (size_t i = 0; i < mEventQueryPool.size(); i++)
+ {
+ SafeRelease(mEventQueryPool[i]);
+ }
+ mEventQueryPool.clear();
+
+ SafeRelease(mMaskedClearSavedState);
+
+ mVertexShaderCache.clear();
+ mPixelShaderCache.clear();
+
+ SafeDelete(mBlit);
+ SafeDelete(mVertexDataManager);
+ SafeDelete(mIndexDataManager);
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mCountingIB);
+
+ for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++)
+ {
+ SafeDelete(mNullColorbufferCache[i].buffer);
+ }
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer9::testDeviceLost()
+{
+ HRESULT status = getDeviceStatusCode();
+ bool isLost = FAILED(status);
+
+ if (isLost)
+ {
+ // ensure we note the device loss --
+ // we'll probably get this done again by notifyDeviceLost
+ // but best to remember it!
+ // Note that we don't want to clear the device loss status here
+ // -- this needs to be done by resetDevice
+ mDeviceLost = true;
+ }
+
+ return isLost;
+}
+
+HRESULT Renderer9::getDeviceStatusCode()
+{
+ HRESULT status = D3D_OK;
+
+ if (mDeviceEx)
+ {
+ status = mDeviceEx->CheckDeviceState(NULL);
+ }
+ else if (mDevice)
+ {
+ status = mDevice->TestCooperativeLevel();
+ }
+
+ return status;
+}
+
+bool Renderer9::testDeviceResettable()
+{
+ // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted
+ // DEVICEREMOVED indicates the device has been stopped and must be recreated
+ switch (getDeviceStatusCode())
+ {
+ case D3DERR_DEVICENOTRESET:
+ case D3DERR_DEVICEHUNG:
+ return true;
+ case D3DERR_DEVICELOST:
+ return (mDeviceEx != NULL);
+ case D3DERR_DEVICEREMOVED:
+ ASSERT(mDeviceEx != NULL);
+ return isRemovedDeviceResettable();
+ default:
+ return false;
+ }
+}
+
+bool Renderer9::resetDevice()
+{
+ releaseDeviceResources();
+
+ D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters();
+
+ HRESULT result = D3D_OK;
+ bool lost = testDeviceLost();
+ bool removedDevice = (getDeviceStatusCode() == D3DERR_DEVICEREMOVED);
+
+ // Device Removed is a feature which is only present with D3D9Ex
+ ASSERT(mDeviceEx != NULL || !removedDevice);
+
+ for (int attempts = 3; lost && attempts > 0; attempts--)
+ {
+ if (removedDevice)
+ {
+ // Device removed, which may trigger on driver reinstallation,
+ // may cause a longer wait other reset attempts before the
+ // system is ready to handle creating a new device.
+ Sleep(800);
+ lost = !resetRemovedDevice();
+ }
+ else if (mDeviceEx)
+ {
+ Sleep(500); // Give the graphics driver some CPU time
+ result = mDeviceEx->ResetEx(&presentParameters, NULL);
+ lost = testDeviceLost();
+ }
+ else
+ {
+ result = mDevice->TestCooperativeLevel();
+ while (result == D3DERR_DEVICELOST)
+ {
+ Sleep(100); // Give the graphics driver some CPU time
+ result = mDevice->TestCooperativeLevel();
+ }
+
+ if (result == D3DERR_DEVICENOTRESET)
+ {
+ result = mDevice->Reset(&presentParameters);
+ }
+ lost = testDeviceLost();
+ }
+ }
+
+ if (FAILED(result))
+ {
+ ERR("Reset/ResetEx failed multiple times: 0x%08X", result);
+ return false;
+ }
+
+ if (removedDevice && lost)
+ {
+ ERR("Device lost reset failed multiple times");
+ return false;
+ }
+
+ // If the device was removed, we already finished re-initialization in resetRemovedDevice
+ if (!removedDevice)
+ {
+ // reset device defaults
+ initializeDevice();
+ }
+
+ mDeviceLost = false;
+
+ return true;
+}
+
+bool Renderer9::isRemovedDeviceResettable() const
+{
+ bool success = false;
+
+#if ANGLE_D3D9EX == ANGLE_ENABLED
+ IDirect3D9Ex *d3d9Ex = NULL;
+ typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**);
+ Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex"));
+
+ if (Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &d3d9Ex)))
+ {
+ D3DCAPS9 deviceCaps;
+ HRESULT result = d3d9Ex->GetDeviceCaps(mAdapter, mDeviceType, &deviceCaps);
+ success = SUCCEEDED(result);
+ }
+
+ SafeRelease(d3d9Ex);
+#else
+ ASSERT(UNREACHABLE());
+#endif
+
+ return success;
+}
+
+bool Renderer9::resetRemovedDevice()
+{
+ // From http://msdn.microsoft.com/en-us/library/windows/desktop/bb172554(v=vs.85).aspx:
+ // The hardware adapter has been removed. Application must destroy the device, do enumeration of
+ // adapters and create another Direct3D device. If application continues rendering without
+ // calling Reset, the rendering calls will succeed. Applies to Direct3D 9Ex only.
+ release();
+ return !initialize().isError();
+}
+
+VendorID Renderer9::getVendorId() const
+{
+ return static_cast<VendorID>(mAdapterIdentifier.VendorId);
+}
+
+std::string Renderer9::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mAdapterIdentifier.Description;
+ if (getShareHandleSupport())
+ {
+ rendererString << " Direct3D9Ex";
+ }
+ else
+ {
+ rendererString << " Direct3D9";
+ }
+
+ rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion);
+ rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
+
+ return rendererString.str();
+}
+
+GUID Renderer9::getAdapterIdentifier() const
+{
+ return mAdapterIdentifier.DeviceIdentifier;
+}
+
+unsigned int Renderer9::getReservedVertexUniformVectors() const
+{
+ return 2; // dx_ViewAdjust and dx_DepthRange.
+}
+
+unsigned int Renderer9::getReservedFragmentUniformVectors() const
+{
+ return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange.
+}
+
+unsigned int Renderer9::getReservedVertexUniformBuffers() const
+{
+ return 0;
+}
+
+unsigned int Renderer9::getReservedFragmentUniformBuffers() const
+{
+ return 0;
+}
+
+bool Renderer9::getShareHandleSupport() const
+{
+ // PIX doesn't seem to support using share handles, so disable them.
+ return (mD3d9Ex != NULL) && !gl::DebugAnnotationsActive();
+}
+
+bool Renderer9::getPostSubBufferSupport() const
+{
+ return true;
+}
+
+int Renderer9::getMajorShaderModel() const
+{
+ return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
+}
+
+int Renderer9::getMinorShaderModel() const
+{
+ return D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion);
+}
+
+std::string Renderer9::getShaderModelSuffix() const
+{
+ return "";
+}
+
+DWORD Renderer9::getCapsDeclTypes() const
+{
+ return mDeviceCaps.DeclTypes;
+}
+
+D3DPOOL Renderer9::getBufferPool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & D3DUSAGE_DYNAMIC))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+gl::Error Renderer9::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copy2D(framebuffer, rect, destFormat, destOffset, storage, level);
+}
+
+gl::Error Renderer9::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
+{
+ RECT rect;
+ rect.left = sourceRect.x;
+ rect.top = sourceRect.y;
+ rect.right = sourceRect.x + sourceRect.width;
+ rect.bottom = sourceRect.y + sourceRect.height;
+
+ return mBlit->copyCube(framebuffer, rect, destFormat, destOffset, storage, target, level);
+}
+
+gl::Error Renderer9::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ // 3D textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ const gl::Offset &destOffset, TextureStorage *storage, GLint level)
+{
+ // 2D array textures are not available in the D3D9 backend.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
+{
+ const d3d9::TextureFormat &d3d9FormatInfo = d3d9::GetTextureFormatInfo(format);
+
+ const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
+ GLuint supportedSamples = textureCaps.getNearestSamples(samples);
+
+ IDirect3DSurface9 *renderTarget = NULL;
+ if (width > 0 && height > 0)
+ {
+ bool requiresInitialization = false;
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+ if (formatInfo.depthBits > 0 || formatInfo.stencilBits > 0)
+ {
+ result = mDevice->CreateDepthStencilSurface(width, height, d3d9FormatInfo.renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &renderTarget, NULL);
+ }
+ else
+ {
+ requiresInitialization = (d3d9FormatInfo.dataInitializerFunction != NULL);
+ result = mDevice->CreateRenderTarget(width, height, d3d9FormatInfo.renderFormat,
+ gl_d3d9::GetMultisampleType(supportedSamples),
+ 0, FALSE, &renderTarget, NULL);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target, result: 0x%X.", result);
+ }
+
+ if (requiresInitialization)
+ {
+ // This format requires that the data be initialized before the render target can be used
+ // Unfortunately this requires a Get call on the d3d device but it is far better than having
+ // to mark the render target as lockable and copy data to the gpu.
+ IDirect3DSurface9 *prevRenderTarget = NULL;
+ mDevice->GetRenderTarget(0, &prevRenderTarget);
+ mDevice->SetRenderTarget(0, renderTarget);
+ mDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 255), 0.0f, 0);
+ mDevice->SetRenderTarget(0, prevRenderTarget);
+ }
+ }
+
+ *outRT = new TextureRenderTarget9(renderTarget, format, width, height, 1, supportedSamples);
+ return gl::Error(GL_NO_ERROR);
+}
+
+FramebufferImpl *Renderer9::createDefaultFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return createFramebuffer(data);
+}
+
+FramebufferImpl *Renderer9::createFramebuffer(const gl::Framebuffer::Data &data)
+{
+ return new Framebuffer9(data, this);
+}
+
+CompilerImpl *Renderer9::createCompiler(const gl::Data &data)
+{
+ return new CompilerD3D(data, SH_HLSL9_OUTPUT);
+}
+
+ShaderImpl *Renderer9::createShader(GLenum type)
+{
+ return new ShaderD3D(type);
+}
+
+ProgramImpl *Renderer9::createProgram()
+{
+ return new ProgramD3D(this);
+}
+
+gl::Error Renderer9::loadExecutable(const void *function, size_t length, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ {
+ IDirect3DVertexShader9 *vshader = NULL;
+ gl::Error error = createVertexShader((DWORD*)function, length, &vshader);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outExecutable = new ShaderExecutable9(function, length, vshader);
+ }
+ break;
+ case SHADER_PIXEL:
+ {
+ IDirect3DPixelShader9 *pshader = NULL;
+ gl::Error error = createPixelShader((DWORD*)function, length, &pshader);
+ if (error.isError())
+ {
+ return error;
+ }
+ *outExecutable = new ShaderExecutable9(function, length, pshader);
+ }
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Renderer9::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
+ const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
+ bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable)
+{
+ // Transform feedback is not supported in ES2 or D3D9
+ ASSERT(transformFeedbackVaryings.size() == 0);
+
+ const char *profileType = NULL;
+ switch (type)
+ {
+ case SHADER_VERTEX:
+ profileType = "vs";
+ break;
+ case SHADER_PIXEL:
+ profileType = "ps";
+ break;
+ default:
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+ unsigned int profileMajorVersion = (getMajorShaderModel() >= 3) ? 3 : 2;
+ unsigned int profileMinorVersion = 0;
+ std::string profile = FormatString("%s_%u_%u", profileType, profileMajorVersion, profileMinorVersion);
+
+ UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+
+ if (workarounds.skipOptimization)
+ {
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+ }
+ else if (workarounds.useMaxOptimization)
+ {
+ flags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
+ }
+
+ if (gl::DebugAnnotationsActive())
+ {
+#ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ flags |= D3DCOMPILE_DEBUG;
+ }
+
+ // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
+ // Try the default flags first and if compilation fails, try some alternatives.
+ std::vector<CompileConfig> configs;
+ configs.push_back(CompileConfig(flags, "default" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control" ));
+ configs.push_back(CompileConfig(flags | D3DCOMPILE_PREFER_FLOW_CONTROL, "prefer flow control"));
+
+ ID3DBlob *binary = NULL;
+ std::string debugInfo;
+ gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, NULL, &binary, &debugInfo);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL
+ // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK.
+ if (!binary)
+ {
+ *outExectuable = NULL;
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
+ transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+
+ SafeRelease(binary);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+UniformStorageD3D *Renderer9::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorageD3D(storageSize);
+}
+
+gl::Error Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ return mBlit->boxFilter(source, dest);
+}
+
+D3DPOOL Renderer9::getTexturePool(DWORD usage) const
+{
+ if (mD3d9Ex != NULL)
+ {
+ return D3DPOOL_DEFAULT;
+ }
+ else
+ {
+ if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET)))
+ {
+ return D3DPOOL_MANAGED;
+ }
+ }
+
+ return D3DPOOL_DEFAULT;
+}
+
+gl::Error Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
+{
+ ASSERT(source && dest);
+
+ HRESULT result = D3DERR_OUTOFVIDEOMEMORY;
+
+ if (fromManaged)
+ {
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ Image9::copyLockableSurfaces(surf, source);
+ result = mDevice->UpdateSurface(surf, NULL, dest, NULL);
+ SafeRelease(surf);
+ }
+ }
+ else
+ {
+ endScene();
+ result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to blit internal texture, result: 0x%X.", result);
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ImageD3D *Renderer9::createImage()
+{
+ return new Image9(this);
+}
+
+gl::Error Renderer9::generateMipmap(ImageD3D *dest, ImageD3D *src)
+{
+ Image9 *src9 = Image9::makeImage9(src);
+ Image9 *dst9 = Image9::makeImage9(dest);
+ return Image9::generateMipmap(dst9, src9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(SwapChainD3D *swapChain)
+{
+ SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain);
+ return new TextureStorage9_2D(this, swapChain9);
+}
+
+TextureStorage *Renderer9::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels);
+}
+
+TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
+{
+ return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer9::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 3D textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+TextureStorage *Renderer9::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels)
+{
+ // 2D array textures are not supported by the D3D9 backend.
+ UNREACHABLE();
+
+ return NULL;
+}
+
+TextureImpl *Renderer9::createTexture(GLenum target)
+{
+ switch(target)
+ {
+ case GL_TEXTURE_2D: return new TextureD3D_2D(this);
+ case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this);
+ default: UNREACHABLE();
+ }
+
+ return NULL;
+}
+
+RenderbufferImpl *Renderer9::createRenderbuffer()
+{
+ RenderbufferD3D *renderbuffer = new RenderbufferD3D(this);
+ return renderbuffer;
+}
+
+bool Renderer9::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (mD3d9Ex)
+ {
+ mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
+ return true;
+ }
+
+ return false;
+}
+
+VertexConversionType Renderer9::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormat).conversionType;
+}
+
+GLenum Renderer9::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+{
+ return d3d9::GetVertexFormatInfo(getCapsDeclTypes(), vertexFormat).componentType;
+}
+
+void Renderer9::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+{
+ d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, outExtensions);
+}
+
+Workarounds Renderer9::generateWorkarounds() const
+{
+ return d3d9::GenerateWorkarounds();
+}
+
+}