diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp | 3258 |
1 files changed, 3258 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp new file mode 100644 index 0000000000..2c8a79f964 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp @@ -0,0 +1,3258 @@ +#include "precompiled.h" +// +// 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 "common/utilities.h" + +#include "libGLESv2/main.h" +#include "libGLESv2/Buffer.h" +#include "libGLESv2/Texture.h" +#include "libGLESv2/Framebuffer.h" +#include "libGLESv2/FramebufferAttachment.h" +#include "libGLESv2/Renderbuffer.h" +#include "libGLESv2/ProgramBinary.h" +#include "libGLESv2/renderer/d3d/IndexDataManager.h" +#include "libGLESv2/renderer/d3d/TextureD3D.h" +#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h" +#include "libGLESv2/renderer/d3d/d3d9/renderer9_utils.h" +#include "libGLESv2/renderer/d3d/d3d9/formatutils9.h" +#include "libGLESv2/renderer/d3d/d3d9/ShaderExecutable9.h" +#include "libGLESv2/renderer/d3d/d3d9/SwapChain9.h" +#include "libGLESv2/renderer/d3d/d3d9/TextureStorage9.h" +#include "libGLESv2/renderer/d3d/d3d9/Image9.h" +#include "libGLESv2/renderer/d3d/d3d9/Blit9.h" +#include "libGLESv2/renderer/d3d/d3d9/RenderTarget9.h" +#include "libGLESv2/renderer/d3d/d3d9/VertexBuffer9.h" +#include "libGLESv2/renderer/d3d/d3d9/IndexBuffer9.h" +#include "libGLESv2/renderer/d3d/d3d9/Buffer9.h" +#include "libGLESv2/renderer/d3d/d3d9/Query9.h" +#include "libGLESv2/renderer/d3d/d3d9/Fence9.h" +#include "libGLESv2/renderer/d3d/d3d9/VertexArray9.h" +#include "libGLESv2/angletypes.h" + +#include "libEGL/Display.h" + +#include "third_party/trace_event/trace_event.h" + +// Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros +#define REF_RAST 0 + +// The "Debug This Pixel..." feature in PIX often fails when using the +// D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 +// machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file. +#if !defined(ANGLE_ENABLE_D3D9EX) +// Enables use of the IDirect3D9Ex interface, when available +#define ANGLE_ENABLE_D3D9EX 1 +#endif // !defined(ANGLE_ENABLE_D3D9EX) + +#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) +#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3 +#endif + +const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z'))); +const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L'))); + +namespace rx +{ +static const D3DFORMAT RenderTargetFormats[] = + { + D3DFMT_A1R5G5B5, + // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value. + D3DFMT_A8R8G8B8, + D3DFMT_R5G6B5, + // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format + D3DFMT_X8R8G8B8 + }; + +static const D3DFORMAT DepthStencilFormats[] = + { + D3DFMT_UNKNOWN, + // D3DFMT_D16_LOCKABLE, + D3DFMT_D32, + // D3DFMT_D15S1, + D3DFMT_D24S8, + D3DFMT_D24X8, + // D3DFMT_D24X4S4, + D3DFMT_D16, + // D3DFMT_D32F_LOCKABLE, + // D3DFMT_D24FS8 + }; + +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, EGLNativeDisplayType hDc, EGLint requestedDisplay) + : Renderer(display), + mDc(hDc) +{ + mD3d9Module = NULL; + + mD3d9 = NULL; + mD3d9Ex = NULL; + mDevice = NULL; + mDeviceEx = NULL; + mDeviceWindow = NULL; + mBlit = NULL; + + mAdapter = D3DADAPTER_DEFAULT; + + #if REF_RAST == 1 || defined(FORCE_REF_RAST) + mDeviceType = D3DDEVTYPE_REF; + #else + mDeviceType = D3DDEVTYPE_HAL; + #endif + + mDeviceLost = false; + + mMaxSupportedSamples = 0; + + mMaskedClearSavedState = NULL; + + mVertexDataManager = NULL; + mIndexDataManager = NULL; + mLineLoopIB = 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(false)) + { + resetDevice(); + } + } + + release(); +} + +void Renderer9::release() +{ + 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(rx::Renderer9*, renderer)); + return static_cast<rx::Renderer9*>(renderer); +} + +EGLint Renderer9::initialize() +{ + if (!mCompiler.initialize()) + { + return EGL_NOT_INITIALIZED; + } + + TRACE_EVENT0("gpu", "GetModuleHandle_d3d9"); + mD3d9Module = GetModuleHandle(TEXT("d3d9.dll")); + + if (mD3d9Module == NULL) + { + ERR("No D3D9 module found - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + 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_ENABLE_D3D9EX && 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) + { + ERR("Could not create D3D9 device - aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + if (mDc != NULL) + { + // 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 + { + ERR("failed to get device caps (0x%x)\n", result); + return EGL_NOT_INITIALIZED; + } + } + } + + if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) + { + ERR("Renderer does not support PS 2.0. aborting!\n"); + return EGL_NOT_INITIALIZED; + } + + // 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) + { + ERR("Renderer does not support stretctrect from textures!\n"); + return EGL_NOT_INITIALIZED; + } + + { + TRACE_EVENT0("gpu", "GetAdapterIdentifier"); + mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier); + } + + mMinSwapInterval = 4; + mMaxSwapInterval = 0; + + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) + { + mMinSwapInterval = std::min(mMinSwapInterval, 0); + mMaxSwapInterval = std::max(mMaxSwapInterval, 0); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) + { + mMinSwapInterval = std::min(mMinSwapInterval, 1); + mMaxSwapInterval = std::max(mMaxSwapInterval, 1); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) + { + mMinSwapInterval = std::min(mMinSwapInterval, 2); + mMaxSwapInterval = std::max(mMaxSwapInterval, 2); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) + { + mMinSwapInterval = std::min(mMinSwapInterval, 3); + mMaxSwapInterval = std::max(mMaxSwapInterval, 3); + } + if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) + { + mMinSwapInterval = std::min(mMinSwapInterval, 4); + mMaxSwapInterval = std::max(mMaxSwapInterval, 4); + } + + mMaxSupportedSamples = 0; + + const d3d9::D3DFormatSet &d3d9Formats = d3d9::GetAllUsedD3DFormats(); + for (d3d9::D3DFormatSet::const_iterator i = d3d9Formats.begin(); i != d3d9Formats.end(); ++i) + { + TRACE_EVENT0("gpu", "getMultiSampleSupport"); + MultisampleSupportInfo support = getMultiSampleSupport(*i); + mMultiSampleSupport[*i] = support; + mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples); + } + + 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; + + static wchar_t *qt_d3dcreate_multihreaded_var = _wgetenv(L"QT_D3DCREATE_MULTITHREADED"); + if (qt_d3dcreate_multihreaded_var && wcsstr(qt_d3dcreate_multihreaded_var, L"1")) + behaviorFlags |= 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_BAD_ALLOC; + } + + 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_BAD_ALLOC; + } + } + + 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, ¤tDisplayMode); + + // 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(); + + d3d9::InitializeVertexTranslations(this); + + return 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 + } + + markAllStateDirty(); + + mSceneStarted = false; + + ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager); + mBlit = new Blit9(this); + mVertexDataManager = new rx::VertexDataManager(this); + mIndexDataManager = new rx::IndexDataManager(this); +} + +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; +} + +int Renderer9::generateConfigs(ConfigDesc **configDescList) +{ + D3DDISPLAYMODE currentDisplayMode; + mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); + + unsigned int numRenderFormats = ArraySize(RenderTargetFormats); + unsigned int numDepthFormats = ArraySize(DepthStencilFormats); + (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; + int numConfigs = 0; + + for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) + { + D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; + + HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat); + + if (SUCCEEDED(result)) + { + for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) + { + D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; + HRESULT result = D3D_OK; + + if(depthStencilFormat != D3DFMT_UNKNOWN) + { + result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat); + } + + if (SUCCEEDED(result)) + { + if(depthStencilFormat != D3DFMT_UNKNOWN) + { + result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); + } + + if (SUCCEEDED(result)) + { + ConfigDesc newConfig; + newConfig.renderTargetFormat = d3d9_gl::GetInternalFormat(renderTargetFormat); + newConfig.depthStencilFormat = d3d9_gl::GetInternalFormat(depthStencilFormat); + newConfig.multiSample = 0; // FIXME: enumerate multi-sampling + newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat); + newConfig.es3Capable = false; + + (*configDescList)[numConfigs++] = newConfig; + } + } + } + } + } + + return numConfigs; +} + +void Renderer9::deleteConfigs(ConfigDesc *configDescList) +{ + delete [] (configDescList); +} + +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; + } +} + +void Renderer9::sync(bool block) +{ + HRESULT result; + + IDirect3DQuery9* query = allocateEventQuery(); + if (!query) + { + return; + } + + result = query->Issue(D3DISSUE_END); + ASSERT(SUCCEEDED(result)); + + do + { + result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); + + if(block && result == S_FALSE) + { + // Keep polling, but allow other threads to do something useful first + Sleep(0); + // 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 (testDeviceLost(false)) + { + result = D3DERR_DEVICELOST; + } + } + } + while(block && result == S_FALSE); + + freeEventQuery(query); + + if (d3d9::isDeviceLostError(result)) + { + notifyDeviceLost(); + } +} + +SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) +{ + return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat); +} + +IDirect3DQuery9* Renderer9::allocateEventQuery() +{ + IDirect3DQuery9 *query = NULL; + + if (mEventQueryPool.empty()) + { + HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query); + UNUSED_ASSERTION_VARIABLE(result); + ASSERT(SUCCEEDED(result)); + } + else + { + query = mEventQueryPool.back(); + mEventQueryPool.pop_back(); + } + + return query; +} + +void Renderer9::freeEventQuery(IDirect3DQuery9* query) +{ + if (mEventQueryPool.size() > 1000) + { + SafeRelease(query); + } + else + { + mEventQueryPool.push_back(query); + } +} + +IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length) +{ + return mVertexShaderCache.create(function, length); +} + +IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length) +{ + return mPixelShaderCache.create(function, length); +} + +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); +} + +FenceImpl *Renderer9::createFence() +{ + return new Fence9(this); +} + +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; +} + +bool Renderer9::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *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 false; +} + +void Renderer9::generateSwizzle(gl::Texture *texture) +{ + // Swizzled textures are not available in ES2 or D3D9 + UNREACHABLE(); +} + +void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) +{ + bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates; + 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; + + 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, samplerState.baseLevel); + if (getRendererExtensions().textureFilterAnisotropic) + { + mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy); + } + } + + forceSetSamplers[index] = false; + appliedSamplers[index] = samplerState; +} + +void 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; + + unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials; + + if (texture) + { + TextureStorageInterface *texStorage = texture->getNativeTexture(); + if (texStorage) + { + TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance()); + d3dTexture = storage9->getBaseTexture(); + } + // 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 = texture->hasDirtyImages(); + } + + if (forceSetTexture || appliedSerials[index] != serial) + { + mDevice->SetTexture(d3dSampler, d3dTexture); + } + + appliedSerials[index] = serial; +} + +bool Renderer9::setUniformBuffers(const gl::Buffer* /*vertexUniformBuffers*/[], const gl::Buffer* /*fragmentUniformBuffers*/[]) +{ + // No effect in ES2/D3D9 + return true; +} + +void 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; +} + +void Renderer9::setBlendState(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 = getAdapterVendor() != 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 + + DWORD colorMask = gl_d3d9::ConvertColorMask(gl::GetRedBits(internalFormat) > 0 && blendState.colorMaskRed, + gl::GetGreenBits(internalFormat) > 0 && blendState.colorMaskGreen, + gl::GetBlueBits(internalFormat) > 0 && blendState.colorMaskBlue, + gl::GetAlphaBits(internalFormat) > 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; +} + +void 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; +} + +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; +} + +bool 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; + + if (dxViewport.Width <= 0 || dxViewport.Height <= 0) + { + return false; // Nothing to render + } + + 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; + return true; +} + +bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count) +{ + 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::FramebufferAttachment *Renderer9::getNullColorbuffer(gl::FramebufferAttachment *depthbuffer) +{ + if (!depthbuffer) + { + ERR("Unexpected null depthbuffer for depth-only FBO."); + return NULL; + } + + 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; + return mNullColorbufferCache[i].buffer; + } + } + + gl::Renderbuffer *nullRenderbuffer = new gl::Renderbuffer(0, new gl::Colorbuffer(this, width, height, GL_NONE, 0)); + gl::RenderbufferAttachment *nullbuffer = new gl::RenderbufferAttachment(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; + + return nullbuffer; +} + +bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer) +{ + // 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. + gl::FramebufferAttachment *attachment = framebuffer->getColorbuffer(0); + if (!attachment) + { + attachment = getNullColorbuffer(framebuffer->getDepthbuffer()); + } + if (!attachment) + { + ERR("unable to locate renderbuffer for FBO."); + return false; + } + + bool renderTargetChanged = false; + unsigned int renderTargetSerial = attachment->getSerial(); + if (renderTargetSerial != mAppliedRenderTargetSerial) + { + // Apply the render target on the device + IDirect3DSurface9 *renderTargetSurface = NULL; + + RenderTarget *renderTarget = attachment->getRenderTarget(); + if (renderTarget) + { + renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface(); + } + + if (!renderTargetSurface) + { + ERR("render target pointer unexpectedly null."); + return false; // Context must be lost + } + + mDevice->SetRenderTarget(0, renderTargetSurface); + SafeRelease(renderTargetSurface); + + mAppliedRenderTargetSerial = renderTargetSerial; + renderTargetChanged = true; + } + + gl::FramebufferAttachment *depthStencil = framebuffer->getDepthbuffer(); + unsigned int depthbufferSerial = 0; + unsigned int stencilbufferSerial = 0; + if (depthStencil) + { + depthbufferSerial = depthStencil->getSerial(); + } + else if (framebuffer->getStencilbuffer()) + { + depthStencil = framebuffer->getStencilbuffer(); + stencilbufferSerial = depthStencil->getSerial(); + } + + if (depthbufferSerial != mAppliedDepthbufferSerial || + stencilbufferSerial != mAppliedStencilbufferSerial || + !mDepthStencilInitialized) + { + unsigned int depthSize = 0; + unsigned int stencilSize = 0; + + // Apply the depth stencil on the device + if (depthStencil) + { + IDirect3DSurface9 *depthStencilSurface = NULL; + RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil(); + + if (depthStencilRenderTarget) + { + depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface(); + } + + if (!depthStencilSurface) + { + ERR("depth stencil pointer unexpectedly null."); + return false; // Context must be lost + } + + mDevice->SetDepthStencilSurface(depthStencilSurface); + SafeRelease(depthStencilSurface); + + depthSize = depthStencil->getDepthSize(); + stencilSize = depthStencil->getStencilSize(); + } + else + { + mDevice->SetDepthStencilSurface(NULL); + } + + if (!mDepthStencilInitialized || depthSize != mCurDepthSize) + { + mCurDepthSize = depthSize; + mForceSetRasterState = true; + } + + if (!mDepthStencilInitialized || stencilSize != mCurStencilSize) + { + mCurStencilSize = stencilSize; + mForceSetDepthStencilState = true; + } + + mAppliedDepthbufferSerial = depthbufferSerial; + mAppliedStencilbufferSerial = stencilbufferSerial; + mDepthStencilInitialized = true; + } + + if (renderTargetChanged || !mRenderTargetDescInitialized) + { + mForceSetScissor = true; + mForceSetViewport = true; + mForceSetBlendState = true; + + mRenderTargetDesc.width = attachment->getWidth(); + mRenderTargetDesc.height = attachment->getHeight(); + mRenderTargetDesc.format = attachment->getActualFormat(); + mRenderTargetDescInitialized = true; + } + + return true; +} + +GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[], + GLint first, GLsizei count, GLsizei instances) +{ + TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; + GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances); + if (err != GL_NO_ERROR) + { + return err; + } + + return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw); +} + +// Applies the indices and element array bindings to the Direct3D 9 device +GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) +{ + GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); + + if (err == GL_NO_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 err; +} + +void Renderer9::applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]) +{ + UNREACHABLE(); +} + +void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) +{ + ASSERT(!transformFeedbackActive); + + startScene(); + + if (mode == GL_LINE_LOOP) + { + drawLineLoop(count, GL_NONE, NULL, 0, NULL); + } + else if (instances > 0) + { + StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count); + if (countingIB) + { + 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); + } + } + else + { + ERR("Could not create a counting index buffer for glDrawArraysInstanced."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + else // Regular case + { + mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount); + } +} + +void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, + gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/) +{ + startScene(); + + if (mode == GL_POINTS) + { + drawIndexedPoints(count, type, indices, indexInfo.minIndex, elementArrayBuffer); + } + else if (mode == GL_LINE_LOOP) + { + drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); + } + else + { + for (int i = 0; i < mRepeatDraw; i++) + { + GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; + mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount); + } + } +} + +void 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) + { + gl::Buffer *indexBuffer = elementArrayBuffer; + BufferImpl *storage = indexBuffer->getImplementation(); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + indices = static_cast<const GLubyte*>(storage->getData()) + offset; + } + + unsigned int startIndex = 0; + + if (getRendererExtensions().elementIndexUint) + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) + { + delete mLineLoopIB; + mLineLoopIB = NULL; + + ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) + { + ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); + return gl::error(GL_OUT_OF_MEMORY); + } + + const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); + if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) + { + ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + void* mappedMemory = NULL; + unsigned int offset = 0; + if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) + { + ERR("Could not map index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + 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(); + } + + if (!mLineLoopIB->unmapBuffer()) + { + ERR("Could not unmap index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + else + { + if (!mLineLoopIB) + { + mLineLoopIB = new StreamingIndexBufferInterface(this); + if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT)) + { + delete mLineLoopIB; + mLineLoopIB = NULL; + + ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + // Checked by Renderer9::applyPrimitiveType + ASSERT(count >= 0); + + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned short>::max() / sizeof(unsigned short))) + { + ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP, too many indices required."); + return gl::error(GL_OUT_OF_MEMORY); + } + + const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned short); + if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT)) + { + ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + void* mappedMemory = NULL; + unsigned int offset; + if (mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)) + { + ERR("Could not map index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + + 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(); + } + + if (!mLineLoopIB->unmapBuffer()) + { + ERR("Could not unmap index buffer for GL_LINE_LOOP."); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + 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); +} + +template <typename T> +static void 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); + } +} + +void 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) + { + BufferImpl *storage = elementArrayBuffer->getImplementation(); + intptr_t offset = reinterpret_cast<intptr_t>(indices); + indices = static_cast<const GLubyte*>(storage->getData()) + offset; + } + + switch (type) + { + case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices, minIndex); break; + case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices, minIndex); break; + case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices, minIndex); break; + default: UNREACHABLE(); + } +} + +void Renderer9::applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, + bool rasterizerDiscard, bool transformFeedbackActive) +{ + ASSERT(!transformFeedbackActive); + ASSERT(!rasterizerDiscard); + + ShaderExecutable *vertexExe = programBinary->getVertexExecutableForInputLayout(inputLayout); + ShaderExecutable *pixelExe = programBinary->getPixelExecutableForFramebuffer(framebuffer); + + 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 = programBinary->getSerial(); + if (programSerial != mAppliedProgramSerial) + { + programBinary->dirtyAllUniforms(); + mDxUniformsDirty = true; + mAppliedProgramSerial = programSerial; + } +} + +void Renderer9::applyUniforms(const gl::ProgramBinary &programBinary) +{ + const std::vector<gl::LinkedUniform*> &uniformArray = programBinary.getUniforms(); + + 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; + } +} + +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); +} + +void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) +{ + if (clearParams.colorClearType != GL_FLOAT) + { + // Clearing buffers with non-float values is not supported by Renderer9 and ES 2.0 + UNREACHABLE(); + return; + } + + 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; + } + } + + float depth = gl::clamp01(clearParams.depthClearValue); + DWORD stencil = clearParams.stencilClearValue & 0x000000FF; + + unsigned int stencilUnmasked = 0x0; + if (clearParams.clearStencil && frameBuffer->hasStencil()) + { + unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat()); + stencilUnmasked = (0x1 << stencilSize) - 1; + } + + const bool needMaskedStencilClear = clearParams.clearStencil && + (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; + + bool needMaskedColorClear = false; + D3DCOLOR color = D3DCOLOR_ARGB(255, 0, 0, 0); + if (clearColor) + { + gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer(); + GLenum internalFormat = attachment->getInternalFormat(); + GLenum actualFormat = attachment->getActualFormat(); + + GLuint internalRedBits = gl::GetRedBits(internalFormat); + GLuint internalGreenBits = gl::GetGreenBits(internalFormat); + GLuint internalBlueBits = gl::GetBlueBits(internalFormat); + GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat); + + GLuint actualRedBits = gl::GetRedBits(actualFormat); + GLuint actualGreenBits = gl::GetGreenBits(actualFormat); + GLuint actualBlueBits = gl::GetBlueBits(actualFormat); + GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat); + + color = D3DCOLOR_ARGB(gl::unorm<8>((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha), + gl::unorm<8>((internalRedBits == 0 && actualRedBits > 0) ? 0.0f : clearParams.colorFClearValue.red), + gl::unorm<8>((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green), + gl::unorm<8>((internalBlueBits == 0 && actualBlueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue)); + + if ((internalRedBits > 0 && !clearParams.colorMaskRed) || + (internalGreenBits > 0 && !clearParams.colorMaskGreen) || + (internalBlueBits > 0 && !clearParams.colorMaskBlue) || + (internalAlphaBits > 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); + } +} + +void Renderer9::markAllStateDirty() +{ + mAppliedRenderTargetSerial = 0; + mAppliedDepthbufferSerial = 0; + mAppliedStencilbufferSerial = 0; + mDepthStencilInitialized = false; + mRenderTargetDescInitialized = false; + + mForceSetDepthStencilState = true; + mForceSetRasterState = true; + mForceSetScissor = true; + mForceSetViewport = true; + mForceSetBlendState = true; + + for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) + { + mForceSetVertexSamplerStates[i] = true; + mCurVertexTextureSerials[i] = 0; + } + for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; 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); + + for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) + { + SafeDelete(mNullColorbufferCache[i].buffer); + } +} + +void Renderer9::notifyDeviceLost() +{ + mDeviceLost = true; + mDisplay->notifyDeviceLost(); +} + +bool Renderer9::isDeviceLost() +{ + return mDeviceLost; +} + +// set notify to true to broadcast a message to all contexts of the device loss +bool Renderer9::testDeviceLost(bool notify) +{ + 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; + if (notify) + { + notifyDeviceLost(); + } + } + + 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(false); + 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(false); + } + 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(false); + } + } + + 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; + +#ifdef ANGLE_ENABLE_D3D9EX + 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() == EGL_SUCCESS); +} + +DWORD Renderer9::getAdapterVendor() const +{ + return 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; +} + +Renderer9::MultisampleSupportInfo Renderer9::getMultiSampleSupport(D3DFORMAT format) +{ + MultisampleSupportInfo support = { 0 }; + + for (unsigned int multiSampleIndex = 0; multiSampleIndex < ArraySize(support.supportedSamples); multiSampleIndex++) + { + HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE, + (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL); + + if (SUCCEEDED(result)) + { + support.supportedSamples[multiSampleIndex] = true; + if (multiSampleIndex != D3DMULTISAMPLE_NONMASKABLE) + { + support.maxSupportedSamples = std::max(support.maxSupportedSamples, multiSampleIndex); + } + } + else + { + support.supportedSamples[multiSampleIndex] = false; + } + } + + return support; +} + +unsigned int Renderer9::getMaxVertexTextureImageUnits() const +{ + META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); + return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0; +} + +unsigned int Renderer9::getMaxCombinedTextureImageUnits() const +{ + return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); +} + +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::getMaxVertexUniformVectors() const +{ + return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors(); +} + +unsigned int Renderer9::getMaxFragmentUniformVectors() const +{ + const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2; + + return maxPixelConstantVectors - getReservedFragmentUniformVectors(); +} + +unsigned int Renderer9::getMaxVaryingVectors() const +{ + return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2; +} + +unsigned int Renderer9::getMaxVertexShaderUniformBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getMaxFragmentShaderUniformBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getReservedVertexUniformBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getReservedFragmentUniformBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getMaxTransformFeedbackBuffers() const +{ + return 0; +} + +unsigned int Renderer9::getMaxTransformFeedbackSeparateComponents() const +{ + return 0; +} + +unsigned int Renderer9::getMaxTransformFeedbackInterleavedComponents() const +{ + return 0; +} + +unsigned int Renderer9::getMaxUniformBufferSize() const +{ + return 0; +} + +bool Renderer9::getShareHandleSupport() const +{ + // PIX doesn't seem to support using share handles, so disable them. + return (mD3d9Ex != NULL) && !gl::perfActive(); +} + +bool Renderer9::getPostSubBufferSupport() const +{ + return true; +} + +int Renderer9::getMaxRecommendedElementsIndices() const +{ + // ES3 only + UNREACHABLE(); + return 0; +} + +int Renderer9::getMaxRecommendedElementsVertices() const +{ + // ES3 only + UNREACHABLE(); + return 0; +} + +bool Renderer9::getSRGBTextureSupport() const +{ + return false; +} + +int Renderer9::getMajorShaderModel() const +{ + return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion); +} + +DWORD Renderer9::getCapsDeclTypes() const +{ + return mDeviceCaps.DeclTypes; +} + +int Renderer9::getMinSwapInterval() const +{ + return mMinSwapInterval; +} + +int Renderer9::getMaxSwapInterval() const +{ + return mMaxSwapInterval; +} + +int Renderer9::getMaxSupportedSamples() const +{ + return mMaxSupportedSamples; +} + +GLsizei Renderer9::getMaxSupportedFormatSamples(GLenum internalFormat) const +{ + D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat); + MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format); + return (itr != mMultiSampleSupport.end()) ? mMaxSupportedSamples : 0; +} + +GLsizei Renderer9::getNumSampleCounts(GLenum internalFormat) const +{ + D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat); + MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format); + + unsigned int numCounts = 0; + if (iter != mMultiSampleSupport.end()) + { + const MultisampleSupportInfo& info = iter->second; + for (int i = 0; i < D3DMULTISAMPLE_16_SAMPLES; i++) + { + if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i]) + { + numCounts++; + } + } + } + + return numCounts; +} + +void Renderer9::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const +{ + D3DFORMAT format = gl_d3d9::GetTextureFormat(internalFormat); + MultisampleSupportMap::const_iterator iter = mMultiSampleSupport.find(format); + + if (iter != mMultiSampleSupport.end()) + { + const MultisampleSupportInfo& info = iter->second; + int bufPos = 0; + for (int i = D3DMULTISAMPLE_16_SAMPLES; i >= 0 && bufPos < bufSize; i--) + { + if (i != D3DMULTISAMPLE_NONMASKABLE && info.supportedSamples[i]) + { + params[bufPos++] = i; + } + } + } +} + +int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const +{ + if (requested == 0) + { + return requested; + } + + MultisampleSupportMap::const_iterator itr = mMultiSampleSupport.find(format); + if (itr == mMultiSampleSupport.end()) + { + if (format == D3DFMT_UNKNOWN) + return 0; + return -1; + } + + for (unsigned int i = requested; i < ArraySize(itr->second.supportedSamples); ++i) + { + if (itr->second.supportedSamples[i] && i != D3DMULTISAMPLE_NONMASKABLE) + { + return i; + } + } + + return -1; +} + +bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) +{ + bool result = false; + + if (source && dest) + { + TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance()); + TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance()); + + int levels = source9->getLevelCount(); + for (int i = 0; i < levels; ++i) + { + IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false); + IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false); + + result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged()); + + SafeRelease(srcSurf); + SafeRelease(dstSurf); + + if (!result) + { + return false; + } + } + } + + return result; +} + +bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) +{ + bool result = false; + + if (source && dest) + { + TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance()); + TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance()); + int levels = source9->getLevelCount(); + for (int f = 0; f < 6; f++) + { + for (int i = 0; i < levels; i++) + { + IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false); + IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true); + + result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged()); + + SafeRelease(srcSurf); + SafeRelease(dstSurf); + + if (!result) + { + return false; + } + } + } + } + + return result; +} + +bool Renderer9::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source) +{ + // 3D textures are not available in the D3D9 backend. + UNREACHABLE(); + return false; +} + +bool Renderer9::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source) +{ + // 2D array textures are not supported by the D3D9 backend. + UNREACHABLE(); + return false; +} + +D3DPOOL Renderer9::getBufferPool(DWORD usage) const +{ + if (mD3d9Ex != NULL) + { + return D3DPOOL_DEFAULT; + } + else + { + if (!(usage & D3DUSAGE_DYNAMIC)) + { + return D3DPOOL_MANAGED; + } + } + + return D3DPOOL_DEFAULT; +} + +bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorageInterface2D *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->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level); +} + +bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *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->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level); +} + +bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level) +{ + // 3D textures are not available in the D3D9 backend. + UNREACHABLE(); + return false; +} + +bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level) +{ + // 2D array textures are not available in the D3D9 backend. + UNREACHABLE(); + return false; +} + +bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect, + const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) +{ + ASSERT(filter == GL_NEAREST); + + endScene(); + + if (blitRenderTarget) + { + gl::FramebufferAttachment *readBuffer = readFramebuffer->getColorbuffer(0); + gl::FramebufferAttachment *drawBuffer = drawFramebuffer->getColorbuffer(0); + RenderTarget9 *readRenderTarget = NULL; + RenderTarget9 *drawRenderTarget = NULL; + IDirect3DSurface9* readSurface = NULL; + IDirect3DSurface9* drawSurface = NULL; + + if (readBuffer) + { + readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget()); + } + if (drawBuffer) + { + drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget()); + } + + if (readRenderTarget) + { + readSurface = readRenderTarget->getSurface(); + } + if (drawRenderTarget) + { + drawSurface = drawRenderTarget->getSurface(); + } + + if (!readSurface || !drawSurface) + { + ERR("Failed to retrieve the render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + gl::Extents srcSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1); + gl::Extents dstSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1); + + RECT srcRect; + srcRect.left = readRect.x; + srcRect.right = readRect.x + readRect.width; + srcRect.top = readRect.y; + srcRect.bottom = readRect.y + readRect.height; + + RECT dstRect; + dstRect.left = drawRect.x; + dstRect.right = drawRect.x + drawRect.width; + dstRect.top = drawRect.y; + dstRect.bottom = drawRect.y + drawRect.height; + + // Clip the rectangles to the scissor rectangle + if (scissor) + { + if (dstRect.left < scissor->x) + { + srcRect.left += (scissor->x - dstRect.left); + dstRect.left = scissor->x; + } + if (dstRect.top < scissor->y) + { + srcRect.top += (scissor->y - dstRect.top); + dstRect.top = scissor->y; + } + if (dstRect.right > scissor->x + scissor->width) + { + srcRect.right -= (dstRect.right - (scissor->x + scissor->width)); + dstRect.right = scissor->x + scissor->width; + } + if (dstRect.bottom > scissor->y + scissor->height) + { + srcRect.bottom -= (dstRect.bottom - (scissor->y + scissor->height)); + dstRect.bottom = scissor->y + scissor->height; + } + } + + // Clip the rectangles to the destination size + if (dstRect.left < 0) + { + srcRect.left += -dstRect.left; + dstRect.left = 0; + } + if (dstRect.right > dstSize.width) + { + srcRect.right -= (dstRect.right - dstSize.width); + dstRect.right = dstSize.width; + } + if (dstRect.top < 0) + { + srcRect.top += -dstRect.top; + dstRect.top = 0; + } + if (dstRect.bottom > dstSize.height) + { + srcRect.bottom -= (dstRect.bottom - dstSize.height); + dstRect.bottom = dstSize.height; + } + + // Clip the rectangles to the source size + if (srcRect.left < 0) + { + dstRect.left += -srcRect.left; + srcRect.left = 0; + } + if (srcRect.right > srcSize.width) + { + dstRect.right -= (srcRect.right - srcSize.width); + srcRect.right = srcSize.width; + } + if (srcRect.top < 0) + { + dstRect.top += -srcRect.top; + srcRect.top = 0; + } + if (srcRect.bottom > srcSize.height) + { + dstRect.bottom -= (srcRect.bottom - srcSize.height); + srcRect.bottom = srcSize.height; + } + + HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE); + + SafeRelease(readSurface); + SafeRelease(drawSurface); + + if (FAILED(result)) + { + ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); + return false; + } + } + + if (blitDepth || blitStencil) + { + gl::FramebufferAttachment *readBuffer = readFramebuffer->getDepthOrStencilbuffer(); + gl::FramebufferAttachment *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer(); + RenderTarget9 *readDepthStencil = NULL; + RenderTarget9 *drawDepthStencil = NULL; + IDirect3DSurface9* readSurface = NULL; + IDirect3DSurface9* drawSurface = NULL; + + if (readBuffer) + { + readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil()); + } + if (drawBuffer) + { + drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil()); + } + + if (readDepthStencil) + { + readSurface = readDepthStencil->getSurface(); + } + if (drawDepthStencil) + { + drawSurface = drawDepthStencil->getSurface(); + } + + if (!readSurface || !drawSurface) + { + ERR("Failed to retrieve the render target."); + return gl::error(GL_OUT_OF_MEMORY, false); + } + + HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE); + + SafeRelease(readSurface); + SafeRelease(drawSurface); + + if (FAILED(result)) + { + ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); + return false; + } + } + + return true; +} + +void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, + GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels) +{ + ASSERT(pack.pixelBuffer.get() == NULL); + + RenderTarget9 *renderTarget = NULL; + IDirect3DSurface9 *surface = NULL; + gl::FramebufferAttachment *colorbuffer = framebuffer->getColorbuffer(0); + + if (colorbuffer) + { + renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget()); + } + + if (renderTarget) + { + surface = renderTarget->getSurface(); + } + + if (!surface) + { + // context must be lost + return; + } + + D3DSURFACE_DESC desc; + surface->GetDesc(&desc); + + if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) + { + UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target + SafeRelease(surface); + return gl::error(GL_OUT_OF_MEMORY); + } + + HRESULT result; + IDirect3DSurface9 *systemSurface = NULL; + bool directToPixels = !pack.reverseRowOrder && pack.alignment <= 4 && getShareHandleSupport() && + x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height && + desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE; + if (directToPixels) + { + // Use the pixels ptr as a shared handle to write directly into client's memory + result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, + D3DPOOL_SYSTEMMEM, &systemSurface, &pixels); + if (FAILED(result)) + { + // Try again without the shared handle + directToPixels = false; + } + } + + if (!directToPixels) + { + result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, + D3DPOOL_SYSTEMMEM, &systemSurface, NULL); + if (FAILED(result)) + { + ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); + SafeRelease(surface); + return gl::error(GL_OUT_OF_MEMORY); + } + } + + result = mDevice->GetRenderTargetData(surface, systemSurface); + SafeRelease(surface); + + if (FAILED(result)) + { + SafeRelease(systemSurface); + + // It turns out that D3D will sometimes produce more error + // codes than those documented. + if (d3d9::isDeviceLostError(result)) + { + notifyDeviceLost(); + return gl::error(GL_OUT_OF_MEMORY); + } + else + { + UNREACHABLE(); + return; + } + + } + + if (directToPixels) + { + SafeRelease(systemSurface); + return; + } + + RECT rect; + rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width)); + rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height)); + rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width)); + rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height)); + + D3DLOCKED_RECT lock; + result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); + + if (FAILED(result)) + { + UNREACHABLE(); + SafeRelease(systemSurface); + + return; // No sensible error to generate + } + + unsigned char *source; + int inputPitch; + if (pack.reverseRowOrder) + { + source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1); + inputPitch = -lock.Pitch; + } + else + { + source = (unsigned char*)lock.pBits; + inputPitch = lock.Pitch; + } + + GLenum sourceInternalFormat = d3d9_gl::GetInternalFormat(desc.Format); + GLenum sourceFormat = gl::GetFormat(sourceInternalFormat); + GLenum sourceType = gl::GetType(sourceInternalFormat); + + GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat); + + if (sourceFormat == format && sourceType == type) + { + // Direct copy possible + unsigned char *dest = static_cast<unsigned char*>(pixels); + for (int y = 0; y < rect.bottom - rect.top; y++) + { + memcpy(dest + y * outputPitch, source + y * inputPitch, (rect.right - rect.left) * sourcePixelSize); + } + } + else + { + GLenum destInternalFormat = gl::GetSizedInternalFormat(format, type); + GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat); + GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat); + + ColorCopyFunction fastCopyFunc = d3d9::GetFastCopyFunction(desc.Format, format, type); + if (fastCopyFunc) + { + // Fast copy is possible through some special function + for (int y = 0; y < rect.bottom - rect.top; y++) + { + for (int x = 0; x < rect.right - rect.left; x++) + { + void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize; + void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize; + + fastCopyFunc(src, dest); + } + } + } + else + { + ColorReadFunction readFunc = d3d9::GetColorReadFunction(desc.Format); + ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type); + + gl::ColorF temp; + + for (int y = 0; y < rect.bottom - rect.top; y++) + { + for (int x = 0; x < rect.right - rect.left; x++) + { + void *dest = reinterpret_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize; + void *src = source + y * inputPitch + x * sourcePixelSize; + + // readFunc and writeFunc will be using the same type of color, CopyTexImage + // will not allow the copy otherwise. + readFunc(src, &temp); + writeFunc(&temp, dest); + } + } + } + } + + systemSurface->UnlockRect(); + SafeRelease(systemSurface); +} + +RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth) +{ + SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain); + IDirect3DSurface9 *surface = NULL; + if (depth) + { + surface = swapChain9->getDepthStencil(); + } + else + { + surface = swapChain9->getRenderTarget(); + } + + RenderTarget9 *renderTarget = new RenderTarget9(this, surface); + + return renderTarget; +} + +RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples) +{ + RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples); + return renderTarget; +} + +ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(transformFeedbackVaryings.size() == 0); + + ShaderExecutable9 *executable = NULL; + + switch (type) + { + case rx::SHADER_VERTEX: + { + IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length); + if (vshader) + { + executable = new ShaderExecutable9(function, length, vshader); + } + } + break; + case rx::SHADER_PIXEL: + { + IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length); + if (pshader) + { + executable = new ShaderExecutable9(function, length, pshader); + } + } + break; + default: + UNREACHABLE(); + break; + } + + return executable; +} + +ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers, D3DWorkaroundType workaround) +{ + // Transform feedback is not supported in ES2 or D3D9 + ASSERT(transformFeedbackVaryings.size() == 0); + + const char *profile = NULL; + + switch (type) + { + case rx::SHADER_VERTEX: + profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0"; + break; + case rx::SHADER_PIXEL: + profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0"; + break; + default: + UNREACHABLE(); + return NULL; + } + + UINT flags = ANGLE_COMPILE_OPTIMIZATION_LEVEL; + + if (workaround == ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION) + { + flags = D3DCOMPILE_SKIP_OPTIMIZATION; + } + else if (workaround == ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION) + { + flags = D3DCOMPILE_OPTIMIZATION_LEVEL3; + } + else ASSERT(workaround == ANGLE_D3D_WORKAROUND_NONE); + + if (gl::perfActive()) + { +#ifndef NDEBUG + flags = D3DCOMPILE_SKIP_OPTIMIZATION; +#endif + + flags |= D3DCOMPILE_DEBUG; + + std::string sourcePath = getTempPath(); + std::string sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(shaderHLSL); + writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size()); + } + + // 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. + const UINT extraFlags[] = + { + flags, + flags | D3DCOMPILE_AVOID_FLOW_CONTROL, + flags | D3DCOMPILE_PREFER_FLOW_CONTROL + }; + + const static char *extraFlagNames[] = + { + "default", + "avoid flow control", + "prefer flow control" + }; + + int attempts = ArraySize(extraFlags); + + ID3DBlob *binary = (ID3DBlob*)mCompiler.compileToBinary(infoLog, shaderHLSL, profile, extraFlags, extraFlagNames, attempts); + if (!binary) + { + return NULL; + } + + ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, + transformFeedbackVaryings, separatedOutputBuffers); + SafeRelease(binary); + + return executable; +} + +rx::UniformStorage *Renderer9::createUniformStorage(size_t storageSize) +{ + return new UniformStorage(storageSize); +} + +bool 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; +} + +bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged) +{ + if (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 false; + } + } + + return true; +} + +Image *Renderer9::createImage() +{ + return new Image9(); +} + +void Renderer9::generateMipmap(Image *dest, Image *src) +{ + Image9 *src9 = Image9::makeImage9(src); + Image9 *dst9 = Image9::makeImage9(dest); + Image9::generateMipmap(dst9, src9); +} + +TextureStorage *Renderer9::createTextureStorage2D(SwapChain *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) +{ + return new TextureStorage9_2D(this, internalformat, renderTarget, width, height, levels); +} + +TextureStorage *Renderer9::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) +{ + return new TextureStorage9_Cube(this, internalformat, renderTarget, size, levels); +} + +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; +} + +Texture2DImpl *Renderer9::createTexture2D() +{ + return new TextureD3D_2D(this); +} + +TextureCubeImpl *Renderer9::createTextureCube() +{ + return new TextureD3D_Cube(this); +} + +Texture3DImpl *Renderer9::createTexture3D() +{ + return new TextureD3D_3D(this); +} + +Texture2DArrayImpl *Renderer9::createTexture2DArray() +{ + return new TextureD3D_2DArray(this); +} + +bool Renderer9::getLUID(LUID *adapterLuid) const +{ + adapterLuid->HighPart = 0; + adapterLuid->LowPart = 0; + + if (mD3d9Ex) + { + mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid); + return true; + } + + return false; +} + +GLenum Renderer9::getNativeTextureFormat(GLenum internalFormat) const +{ + return d3d9_gl::GetInternalFormat(gl_d3d9::GetTextureFormat(internalFormat)); +} + +rx::VertexConversionType Renderer9::getVertexConversionType(const gl::VertexFormat &vertexFormat) const +{ + return d3d9::GetVertexConversionType(vertexFormat); +} + +GLenum Renderer9::getVertexComponentType(const gl::VertexFormat &vertexFormat) const +{ + D3DDECLTYPE declType = d3d9::GetNativeVertexFormat(vertexFormat); + return d3d9::GetDeclTypeComponentType(declType); +} + +void Renderer9::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const +{ + d3d9_gl::GenerateCaps(mD3d9, mDevice, mDeviceType, mAdapter, outCaps, outTextureCaps, outExtensions); +} + +} |