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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.cpp595
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.h94
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp78
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.h42
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.cpp135
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.h39
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.cpp736
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.h79
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp207
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.h53
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.cpp125
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.h40
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp113
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.h40
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.cpp3287
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.h356
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp60
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h39
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.cpp445
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.h55
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp328
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.h109
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp530
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.h91
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp217
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.h58
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp500
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.h74
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.ps39
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.vs43
-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d9/vertexconversion.h203
31 files changed, 8810 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.cpp
new file mode 100644
index 0000000000..d73df6418d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.cpp
@@ -0,0 +1,595 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// Blit.cpp: Surface copy utility class.
+
+#include "libGLESv2/renderer/d3d9/Blit.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/Renderbuffer.h"
+
+namespace
+{
+#include "libGLESv2/renderer/d3d9/shaders/compiled/standardvs.h"
+#include "libGLESv2/renderer/d3d9/shaders/compiled/flipyvs.h"
+#include "libGLESv2/renderer/d3d9/shaders/compiled/passthroughps.h"
+#include "libGLESv2/renderer/d3d9/shaders/compiled/luminanceps.h"
+#include "libGLESv2/renderer/d3d9/shaders/compiled/componentmaskps.h"
+
+const BYTE* const g_shaderCode[] =
+{
+ g_vs20_standardvs,
+ g_vs20_flipyvs,
+ g_ps20_passthroughps,
+ g_ps20_luminanceps,
+ g_ps20_componentmaskps
+};
+
+const size_t g_shaderSize[] =
+{
+ sizeof(g_vs20_standardvs),
+ sizeof(g_vs20_flipyvs),
+ sizeof(g_ps20_passthroughps),
+ sizeof(g_ps20_luminanceps),
+ sizeof(g_ps20_componentmaskps)
+};
+}
+
+namespace rx
+{
+Blit::Blit(rx::Renderer9 *renderer)
+ : mRenderer(renderer), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedStateBlock(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL)
+{
+ initGeometry();
+ memset(mCompiledShaders, 0, sizeof(mCompiledShaders));
+}
+
+Blit::~Blit()
+{
+ if (mSavedStateBlock) mSavedStateBlock->Release();
+ if (mQuadVertexBuffer) mQuadVertexBuffer->Release();
+ if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release();
+
+ for (int i = 0; i < SHADER_COUNT; i++)
+ {
+ if (mCompiledShaders[i])
+ {
+ mCompiledShaders[i]->Release();
+ }
+ }
+}
+
+void Blit::initGeometry()
+{
+ static const float quad[] =
+ {
+ -1, -1,
+ -1, 1,
+ 1, -1,
+ 1, 1
+ };
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ void *lockPtr = NULL;
+ result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0);
+
+ if (FAILED(result) || lockPtr == NULL)
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ memcpy(lockPtr, quad, sizeof(quad));
+ mQuadVertexBuffer->Unlock();
+
+ static const D3DVERTEXELEMENT9 elements[] =
+ {
+ { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+ D3DDECL_END()
+ };
+
+ result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+}
+
+template <class D3DShaderType>
+bool Blit::setShader(ShaderId source, const char *profile,
+ D3DShaderType *(rx::Renderer9::*createShader)(const DWORD *, size_t length),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*))
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DShaderType *shader;
+
+ if (mCompiledShaders[source] != NULL)
+ {
+ shader = static_cast<D3DShaderType*>(mCompiledShaders[source]);
+ }
+ else
+ {
+ const BYTE* shaderCode = g_shaderCode[source];
+ size_t shaderSize = g_shaderSize[source];
+
+ shader = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize);
+ if (!shader)
+ {
+ ERR("Failed to create shader for blit operation");
+ return false;
+ }
+
+ mCompiledShaders[source] = shader;
+ }
+
+ HRESULT hr = (device->*setShader)(shader);
+
+ if (FAILED(hr))
+ {
+ ERR("Failed to set shader for blit operation");
+ return false;
+ }
+
+ return true;
+}
+
+bool Blit::setVertexShader(ShaderId shader)
+{
+ return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &rx::Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader);
+}
+
+bool Blit::setPixelShader(ShaderId shader)
+{
+ return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &rx::Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader);
+}
+
+RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+
+ RECT rect;
+ rect.left = 0;
+ rect.top = 0;
+ rect.right = desc.Width;
+ rect.bottom = desc.Height;
+
+ return rect;
+}
+
+bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setVertexShader(SHADER_VS_STANDARD);
+ setPixelShader(SHADER_PS_PASSTHROUGH);
+
+ setCommonBlitState();
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ setViewport(getSurfaceRect(dest), 0, 0);
+
+ render();
+
+ texture->Release();
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *source = NULL;
+ gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ source = renderTarget->getSurface();
+ }
+
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ IDirect3DSurface9 *destSurface = storage9->getSurfaceLevel(level, true);
+ bool result = false;
+
+ if (destSurface)
+ {
+ result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
+ destSurface->Release();
+ }
+
+ source->Release();
+ return result;
+}
+
+bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *source = NULL;
+ gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ source = renderTarget->getSurface();
+ }
+
+ if (!source)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ IDirect3DSurface9 *destSurface = storage9->getCubeMapSurface(target, level, true);
+ bool result = false;
+
+ if (destSurface)
+ {
+ result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface);
+ destSurface->Release();
+ }
+
+ source->Release();
+ return result;
+}
+
+bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ if (!dest)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ D3DSURFACE_DESC destDesc;
+ source->GetDesc(&sourceDesc);
+ dest->GetDesc(&destDesc);
+
+ if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET &&
+ d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect
+ {
+ RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)};
+ HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+ }
+ else
+ {
+ return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest);
+ }
+ return true;
+}
+
+bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
+{
+ IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
+ if (!texture)
+ {
+ return false;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ saveState();
+
+ device->SetTexture(0, texture);
+ device->SetRenderTarget(0, dest);
+
+ setViewport(sourceRect, xoffset, yoffset);
+
+ setCommonBlitState();
+ if (setFormatConvertShaders(destFormat))
+ {
+ render();
+ }
+
+ texture->Release();
+
+ restoreState();
+
+ return true;
+}
+
+bool Blit::setFormatConvertShaders(GLenum destFormat)
+{
+ bool okay = setVertexShader(SHADER_VS_STANDARD);
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ case GL_RGB:
+ case GL_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK);
+ break;
+
+ case GL_LUMINANCE:
+ case GL_LUMINANCE_ALPHA:
+ okay = okay && setPixelShader(SHADER_PS_LUMINANCE);
+ break;
+ }
+
+ if (!okay)
+ {
+ return false;
+ }
+
+ enum { X = 0, Y = 1, Z = 2, W = 3 };
+
+ // The meaning of this constant depends on the shader that was selected.
+ // See the shader assembly code above for details.
+ float psConst0[4] = { 0, 0, 0, 0 };
+
+ switch (destFormat)
+ {
+ default: UNREACHABLE();
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ psConst0[X] = 1;
+ psConst0[Z] = 1;
+ break;
+
+ case GL_RGB:
+ psConst0[X] = 1;
+ psConst0[W] = 1;
+ break;
+
+ case GL_ALPHA:
+ psConst0[Z] = 1;
+ break;
+
+ case GL_LUMINANCE:
+ psConst0[Y] = 1;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ psConst0[X] = 1;
+ break;
+ }
+
+ mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst0, 1);
+
+ return true;
+}
+
+IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect)
+{
+ if (!surface)
+ {
+ return NULL;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DSURFACE_DESC sourceDesc;
+ surface->GetDesc(&sourceDesc);
+
+ // Copy the render target into a texture
+ IDirect3DTexture9 *texture;
+ HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ IDirect3DSurface9 *textureSurface;
+ result = texture->GetSurfaceLevel(0, &textureSurface);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ texture->Release();
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ mRenderer->endScene();
+ result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE);
+
+ textureSurface->Release();
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ texture->Release();
+ return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL);
+ }
+
+ return texture;
+}
+
+void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ D3DVIEWPORT9 vp;
+ vp.X = xoffset;
+ vp.Y = yoffset;
+ vp.Width = sourceRect.right - sourceRect.left;
+ vp.Height = sourceRect.bottom - sourceRect.top;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ device->SetViewport(&vp);
+
+ float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 };
+ device->SetVertexShaderConstantF(0, halfPixelAdjust, 1);
+}
+
+void Blit::setCommonBlitState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+
+ RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle
+ device->SetScissorRect(&scissorRect);
+
+ for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+}
+
+void Blit::render()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float));
+ hr = device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ mRenderer->startScene();
+ hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
+}
+
+void Blit::saveState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT hr;
+
+ device->GetDepthStencilSurface(&mSavedDepthStencil);
+ device->GetRenderTarget(0, &mSavedRenderTarget);
+
+ if (mSavedStateBlock == NULL)
+ {
+ hr = device->BeginStateBlock();
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+
+ setCommonBlitState();
+
+ static const float dummyConst[4] = { 0, 0, 0, 0 };
+
+ device->SetVertexShader(NULL);
+ device->SetVertexShaderConstantF(0, dummyConst, 1);
+ device->SetPixelShader(NULL);
+ device->SetPixelShaderConstantF(0, dummyConst, 1);
+
+ D3DVIEWPORT9 dummyVp;
+ dummyVp.X = 0;
+ dummyVp.Y = 0;
+ dummyVp.Width = 1;
+ dummyVp.Height = 1;
+ dummyVp.MinZ = 0;
+ dummyVp.MaxZ = 1;
+
+ device->SetViewport(&dummyVp);
+
+ device->SetTexture(0, NULL);
+
+ device->SetStreamSource(0, mQuadVertexBuffer, 0, 0);
+
+ device->SetVertexDeclaration(mQuadVertexDeclaration);
+
+ hr = device->EndStateBlock(&mSavedStateBlock);
+ ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY);
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ hr = mSavedStateBlock->Capture();
+ ASSERT(SUCCEEDED(hr));
+ }
+}
+
+void Blit::restoreState()
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ device->SetDepthStencilSurface(mSavedDepthStencil);
+ if (mSavedDepthStencil != NULL)
+ {
+ mSavedDepthStencil->Release();
+ mSavedDepthStencil = NULL;
+ }
+
+ device->SetRenderTarget(0, mSavedRenderTarget);
+ if (mSavedRenderTarget != NULL)
+ {
+ mSavedRenderTarget->Release();
+ mSavedRenderTarget = NULL;
+ }
+
+ ASSERT(mSavedStateBlock != NULL);
+
+ if (mSavedStateBlock != NULL)
+ {
+ mSavedStateBlock->Apply();
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.h
new file mode 100644
index 0000000000..3718028e66
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Blit.h
@@ -0,0 +1,94 @@
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// Blit.cpp: Surface copy utility class.
+
+#ifndef LIBGLESV2_BLIT_H_
+#define LIBGLESV2_BLIT_H_
+
+#include "common/angleutils.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer9;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+
+class Blit
+{
+ public:
+ explicit Blit(Renderer9 *renderer);
+ ~Blit();
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
+ bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
+
+ // Copy from source surface to dest surface.
+ // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left)
+ // source is interpreted as RGBA and destFormat specifies the desired result format. For example, if destFormat = GL_RGB, the alpha channel will be forced to 0.
+ bool formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest);
+
+ // 2x2 box filter sample from source to dest.
+ // Requires that source is RGB(A) and dest has the same format as source.
+ bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ private:
+ rx::Renderer9 *mRenderer;
+
+ IDirect3DVertexBuffer9 *mQuadVertexBuffer;
+ IDirect3DVertexDeclaration9 *mQuadVertexDeclaration;
+
+ void initGeometry();
+
+ bool setFormatConvertShaders(GLenum destFormat);
+
+ bool copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest);
+ IDirect3DTexture9 *copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect);
+ void setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset);
+ void setCommonBlitState();
+ RECT getSurfaceRect(IDirect3DSurface9 *surface) const;
+
+ // This enum is used to index mCompiledShaders and mShaderSource.
+ enum ShaderId
+ {
+ SHADER_VS_STANDARD,
+ SHADER_VS_FLIPY,
+ SHADER_PS_PASSTHROUGH,
+ SHADER_PS_LUMINANCE,
+ SHADER_PS_COMPONENTMASK,
+ SHADER_COUNT
+ };
+
+ // This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown.
+ IUnknown *mCompiledShaders[SHADER_COUNT];
+
+ template <class D3DShaderType>
+ bool setShader(ShaderId source, const char *profile,
+ D3DShaderType *(Renderer9::*createShader)(const DWORD *, size_t length),
+ HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*));
+
+ bool setVertexShader(ShaderId shader);
+ bool setPixelShader(ShaderId shader);
+ void render();
+
+ void saveState();
+ void restoreState();
+ IDirect3DStateBlock9 *mSavedStateBlock;
+ IDirect3DSurface9 *mSavedRenderTarget;
+ IDirect3DSurface9 *mSavedDepthStencil;
+
+ DISALLOW_COPY_AND_ASSIGN(Blit);
+};
+}
+
+#endif // LIBGLESV2_BLIT_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp
new file mode 100644
index 0000000000..9fdc1246f1
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.cpp
@@ -0,0 +1,78 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 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.
+//
+
+// BufferStorage9.cpp Defines the BufferStorage9 class.
+
+#include "libGLESv2/renderer/d3d9/BufferStorage9.h"
+#include "common/debug.h"
+
+namespace rx
+{
+
+BufferStorage9::BufferStorage9()
+{
+ mMemory = NULL;
+ mAllocatedSize = 0;
+ mSize = 0;
+}
+
+BufferStorage9::~BufferStorage9()
+{
+ delete[] mMemory;
+}
+
+BufferStorage9 *BufferStorage9::makeBufferStorage9(BufferStorage *bufferStorage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(BufferStorage9*, bufferStorage));
+ return static_cast<BufferStorage9*>(bufferStorage);
+}
+
+void *BufferStorage9::getData()
+{
+ return mMemory;
+}
+
+void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset)
+{
+ if (!mMemory || offset + size > mAllocatedSize)
+ {
+ unsigned int newAllocatedSize = offset + size;
+ void *newMemory = new char[newAllocatedSize];
+
+ if (offset > 0 && mMemory && mAllocatedSize > 0)
+ {
+ memcpy(newMemory, mMemory, std::min(offset, mAllocatedSize));
+ }
+
+ delete[] mMemory;
+ mMemory = newMemory;
+ mAllocatedSize = newAllocatedSize;
+ }
+
+ mSize = std::max(mSize, offset + size);
+ if (data)
+ {
+ memcpy(reinterpret_cast<char*>(mMemory) + offset, data, size);
+ }
+}
+
+void BufferStorage9::clear()
+{
+ mSize = 0;
+}
+
+unsigned int BufferStorage9::getSize() const
+{
+ return mSize;
+}
+
+bool BufferStorage9::supportsDirectBinding() const
+{
+ return false;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.h
new file mode 100644
index 0000000000..3e803969bc
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/BufferStorage9.h
@@ -0,0 +1,42 @@
+//
+// Copyright (c) 2013 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.
+//
+
+// BufferStorage9.h Defines the BufferStorage9 class.
+
+#ifndef LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_
+#define LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_
+
+#include "libGLESv2/renderer/BufferStorage.h"
+
+namespace rx
+{
+
+class BufferStorage9 : public BufferStorage
+{
+ public:
+ BufferStorage9();
+ virtual ~BufferStorage9();
+
+ static BufferStorage9 *makeBufferStorage9(BufferStorage *bufferStorage);
+
+ virtual void *getData();
+ virtual void setData(const void* data, unsigned int size, unsigned int offset);
+ virtual void clear();
+ virtual unsigned int getSize() const;
+ virtual bool supportsDirectBinding() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(BufferStorage9);
+
+ void *mMemory;
+ unsigned int mAllocatedSize;
+
+ unsigned int mSize;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.cpp
new file mode 100644
index 0000000000..639c37b4e4
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.cpp
@@ -0,0 +1,135 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 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.
+//
+
+// Fence9.cpp: Defines the rx::Fence9 class.
+
+#include "libGLESv2/renderer/d3d9/Fence9.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Fence9::Fence9(rx::Renderer9 *renderer)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Fence9::~Fence9()
+{
+ if (mQuery)
+ {
+ mRenderer->freeEventQuery(mQuery);
+ mQuery = NULL;
+ }
+}
+
+GLboolean Fence9::isFence()
+{
+ // GL_NV_fence spec:
+ // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence.
+ return mQuery != NULL;
+}
+
+void Fence9::setFence(GLenum condition)
+{
+ if (!mQuery)
+ {
+ mQuery = mRenderer->allocateEventQuery();
+ if (!mQuery)
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ ASSERT(SUCCEEDED(result));
+
+ setCondition(condition);
+ setStatus(GL_FALSE);
+}
+
+GLboolean Fence9::testFence()
+{
+ if (mQuery == NULL)
+ {
+ return gl::error(GL_INVALID_OPERATION, GL_TRUE);
+ }
+
+ HRESULT result = mQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ setStatus(result == S_OK);
+ return getStatus();
+}
+
+void Fence9::finishFence()
+{
+ if (mQuery == NULL)
+ {
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+ while (!testFence())
+ {
+ Sleep(0);
+ }
+}
+
+void Fence9::getFenceiv(GLenum pname, GLint *params)
+{
+ if (mQuery == NULL)
+ {
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+ switch (pname)
+ {
+ case GL_FENCE_STATUS_NV:
+ {
+ // GL_NV_fence spec:
+ // Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV
+ // or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence.
+ if (getStatus())
+ {
+ params[0] = GL_TRUE;
+ return;
+ }
+
+ HRESULT result = mQuery->GetData(NULL, 0, 0);
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ params[0] = GL_TRUE;
+ mRenderer->notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ ASSERT(result == S_OK || result == S_FALSE);
+ setStatus(result == S_OK);
+ params[0] = getStatus();
+
+ break;
+ }
+ case GL_FENCE_CONDITION_NV:
+ params[0] = getCondition();
+ break;
+ default:
+ return gl::error(GL_INVALID_ENUM);
+ break;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.h
new file mode 100644
index 0000000000..9f17641e51
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Fence9.h
@@ -0,0 +1,39 @@
+//
+// Copyright (c) 2013 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.
+//
+
+// Fence9.h: Defines the rx::Fence9 class which implements rx::FenceImpl.
+
+#ifndef LIBGLESV2_RENDERER_FENCE9_H_
+#define LIBGLESV2_RENDERER_FENCE9_H_
+
+#include "libGLESv2/renderer/FenceImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Fence9 : public FenceImpl
+{
+ public:
+ explicit Fence9(rx::Renderer9 *renderer);
+ virtual ~Fence9();
+
+ GLboolean isFence();
+ void setFence(GLenum condition);
+ GLboolean testFence();
+ void finishFence();
+ void getFenceiv(GLenum pname, GLint *params);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Fence9);
+
+ rx::Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_FENCE9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.cpp
new file mode 100644
index 0000000000..cd12d8cc9e
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.cpp
@@ -0,0 +1,736 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// Image9.cpp: Implements the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#include "libGLESv2/renderer/d3d9/Image9.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
+
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/generatemip.h"
+
+namespace rx
+{
+
+Image9::Image9()
+{
+ mSurface = NULL;
+ mRenderer = NULL;
+
+ mD3DPool = D3DPOOL_SYSTEMMEM;
+ mD3DFormat = D3DFMT_UNKNOWN;
+}
+
+Image9::~Image9()
+{
+ if (mSurface)
+ {
+ mSurface->Release();
+ }
+}
+
+void Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface)
+{
+ D3DSURFACE_DESC destDesc;
+ HRESULT result = destSurface->GetDesc(&destDesc);
+ ASSERT(SUCCEEDED(result));
+
+ D3DSURFACE_DESC sourceDesc;
+ result = sourceSurface->GetDesc(&sourceDesc);
+ ASSERT(SUCCEEDED(result));
+
+ ASSERT(sourceDesc.Format == destDesc.Format);
+ ASSERT(sourceDesc.Width == 1 || sourceDesc.Width / 2 == destDesc.Width);
+ ASSERT(sourceDesc.Height == 1 || sourceDesc.Height / 2 == destDesc.Height);
+
+ D3DLOCKED_RECT sourceLocked = {0};
+ result = sourceSurface->LockRect(&sourceLocked, NULL, D3DLOCK_READONLY);
+ ASSERT(SUCCEEDED(result));
+
+ D3DLOCKED_RECT destLocked = {0};
+ result = destSurface->LockRect(&destLocked, NULL, 0);
+ ASSERT(SUCCEEDED(result));
+
+ const unsigned char *sourceData = reinterpret_cast<const unsigned char*>(sourceLocked.pBits);
+ unsigned char *destData = reinterpret_cast<unsigned char*>(destLocked.pBits);
+
+ if (sourceData && destData)
+ {
+ switch (sourceDesc.Format)
+ {
+ case D3DFMT_L8:
+ GenerateMip<L8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch);
+ break;
+ case D3DFMT_A8L8:
+ GenerateMip<A8L8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch);
+ break;
+ case D3DFMT_A8R8G8B8:
+ case D3DFMT_X8R8G8B8:
+ GenerateMip<A8R8G8B8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch);
+ break;
+ case D3DFMT_A16B16G16R16F:
+ GenerateMip<A16B16G16R16F>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch);
+ break;
+ case D3DFMT_A32B32G32R32F:
+ GenerateMip<A32B32G32R32F>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ destSurface->UnlockRect();
+ sourceSurface->UnlockRect();
+ }
+}
+
+Image9 *Image9::makeImage9(Image *img)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Image9*, img));
+ return static_cast<rx::Image9*>(img);
+}
+
+void Image9::generateMipmap(Image9 *dest, Image9 *source)
+{
+ IDirect3DSurface9 *sourceSurface = source->getSurface();
+ if (sourceSurface == NULL)
+ return gl::error(GL_OUT_OF_MEMORY);
+
+ IDirect3DSurface9 *destSurface = dest->getSurface();
+ generateMip(destSurface, sourceSurface);
+
+ dest->markDirty();
+}
+
+void Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source)
+{
+ D3DLOCKED_RECT sourceLock = {0};
+ D3DLOCKED_RECT destLock = {0};
+
+ source->LockRect(&sourceLock, NULL, 0);
+ dest->LockRect(&destLock, NULL, 0);
+
+ if (sourceLock.pBits && destLock.pBits)
+ {
+ D3DSURFACE_DESC desc;
+ source->GetDesc(&desc);
+
+ int rows = d3d9::IsCompressedFormat(desc.Format) ? desc.Height / 4 : desc.Height;
+ int bytes = d3d9::ComputeRowSize(desc.Format, desc.Width);
+ ASSERT(bytes <= sourceLock.Pitch && bytes <= destLock.Pitch);
+
+ for(int i = 0; i < rows; i++)
+ {
+ memcpy((char*)destLock.pBits + destLock.Pitch * i, (char*)sourceLock.pBits + sourceLock.Pitch * i, bytes);
+ }
+
+ source->UnlockRect();
+ dest->UnlockRect();
+ }
+ else UNREACHABLE();
+}
+
+bool Image9::redefine(rx::Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease)
+{
+ if (mWidth != width ||
+ mHeight != height ||
+ mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ mRenderer = Renderer9::makeRenderer9(renderer);
+
+ mWidth = width;
+ mHeight = height;
+ mInternalFormat = internalformat;
+ // compute the d3d format that will be used
+ mD3DFormat = mRenderer->ConvertTextureInternalFormat(internalformat);
+ mActualFormat = d3d9_gl::GetEquivalentFormat(mD3DFormat);
+
+ if (mSurface)
+ {
+ mSurface->Release();
+ mSurface = NULL;
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+void Image9::createSurface()
+{
+ if(mSurface)
+ {
+ return;
+ }
+
+ IDirect3DTexture9 *newTexture = NULL;
+ IDirect3DSurface9 *newSurface = NULL;
+ const D3DPOOL poolToUse = D3DPOOL_SYSTEMMEM;
+ const D3DFORMAT d3dFormat = getD3DFormat();
+ ASSERT(d3dFormat != D3DFMT_INTZ); // We should never get here for depth textures
+
+ if (mWidth != 0 && mHeight != 0)
+ {
+ int levelToFetch = 0;
+ GLsizei requestWidth = mWidth;
+ GLsizei requestHeight = mHeight;
+ gl::MakeValidSize(true, gl::IsCompressed(mInternalFormat), &requestWidth, &requestHeight, &levelToFetch);
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ HRESULT result = device->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, 0, d3dFormat,
+ poolToUse, &newTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ ERR("Creating image surface failed.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
+ newTexture->Release();
+ }
+
+ mSurface = newSurface;
+ mDirty = false;
+ mD3DPool = poolToUse;
+}
+
+HRESULT Image9::lock(D3DLOCKED_RECT *lockedRect, const RECT *rect)
+{
+ createSurface();
+
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ if (mSurface)
+ {
+ result = mSurface->LockRect(lockedRect, rect, 0);
+ ASSERT(SUCCEEDED(result));
+
+ mDirty = true;
+ }
+
+ return result;
+}
+
+void Image9::unlock()
+{
+ if (mSurface)
+ {
+ HRESULT result = mSurface->UnlockRect();
+ ASSERT(SUCCEEDED(result));
+ }
+}
+
+bool Image9::isRenderableFormat() const
+{
+ return TextureStorage9::IsTextureFormatRenderable(getD3DFormat());
+}
+
+D3DFORMAT Image9::getD3DFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mD3DFormat != D3DFMT_UNKNOWN);
+
+ return mD3DFormat;
+}
+
+IDirect3DSurface9 *Image9::getSurface()
+{
+ createSurface();
+
+ return mSurface;
+}
+
+void Image9::setManagedSurface(TextureStorageInterface2D *storage, int level)
+{
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ setManagedSurface(storage9->getSurfaceLevel(level, false));
+}
+
+void Image9::setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level)
+{
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ setManagedSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, false));
+}
+
+void Image9::setManagedSurface(IDirect3DSurface9 *surface)
+{
+ D3DSURFACE_DESC desc;
+ surface->GetDesc(&desc);
+ ASSERT(desc.Pool == D3DPOOL_MANAGED);
+
+ if ((GLsizei)desc.Width == mWidth && (GLsizei)desc.Height == mHeight)
+ {
+ if (mSurface)
+ {
+ copyLockableSurfaces(surface, mSurface);
+ mSurface->Release();
+ }
+
+ mSurface = surface;
+ mD3DPool = desc.Pool;
+ }
+}
+
+bool Image9::updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ ASSERT(getSurface() != NULL);
+ TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance());
+ return updateSurface(storage9->getSurfaceLevel(level, true), xoffset, yoffset, width, height);
+}
+
+bool Image9::updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ ASSERT(getSurface() != NULL);
+ TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance());
+ return updateSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true), xoffset, yoffset, width, height);
+}
+
+bool Image9::updateSurface(IDirect3DSurface9 *destSurface, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ if (!destSurface)
+ return false;
+
+ IDirect3DSurface9 *sourceSurface = getSurface();
+
+ if (sourceSurface && sourceSurface != destSurface)
+ {
+ RECT rect;
+ rect.left = xoffset;
+ rect.top = yoffset;
+ rect.right = xoffset + width;
+ rect.bottom = yoffset + height;
+
+ POINT point = {rect.left, rect.top};
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (mD3DPool == D3DPOOL_MANAGED)
+ {
+ D3DSURFACE_DESC desc;
+ sourceSurface->GetDesc(&desc);
+
+ IDirect3DSurface9 *surf = 0;
+ HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL);
+
+ if (SUCCEEDED(result))
+ {
+ copyLockableSurfaces(surf, sourceSurface);
+ result = device->UpdateSurface(surf, &rect, destSurface, &point);
+ ASSERT(SUCCEEDED(result));
+ surf->Release();
+ }
+ }
+ else
+ {
+ // UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools
+ HRESULT result = device->UpdateSurface(sourceSurface, &rect, destSurface, &point);
+ ASSERT(SUCCEEDED(result));
+ }
+ }
+
+ destSurface->Release();
+ return true;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
+// into the target pixel rectangle.
+void Image9::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ GLint unpackAlignment, const void *input)
+{
+ RECT lockRect =
+ {
+ xoffset, yoffset,
+ xoffset + width, yoffset + height
+ };
+
+ D3DLOCKED_RECT locked;
+ HRESULT result = lock(&locked, &lockRect);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+
+ GLsizei inputPitch = gl::ComputePitch(width, mInternalFormat, unpackAlignment);
+
+ switch (mInternalFormat)
+ {
+ case GL_ALPHA8_EXT:
+#if defined(__SSE2__)
+ if (gl::supportsSSE2())
+ {
+ loadAlphaDataToBGRASSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ }
+ else
+#endif
+ {
+ loadAlphaDataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ }
+ break;
+ case GL_LUMINANCE8_EXT:
+ loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_L8);
+ break;
+ case GL_ALPHA32F_EXT:
+ loadAlphaFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_LUMINANCE32F_EXT:
+ loadLuminanceFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_ALPHA16F_EXT:
+ loadAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_LUMINANCE16F_EXT:
+ loadLuminanceHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_LUMINANCE8_ALPHA8_EXT:
+ loadLuminanceAlphaDataToNativeOrBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_A8L8);
+ break;
+ case GL_LUMINANCE_ALPHA32F_EXT:
+ loadLuminanceAlphaFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_LUMINANCE_ALPHA16F_EXT:
+ loadLuminanceAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGB8_OES:
+ loadRGBUByteDataToBGRX(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGB565:
+ loadRGB565DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGBA8_OES:
+#if defined(__SSE2__)
+ if (gl::supportsSSE2())
+ {
+ loadRGBAUByteDataToBGRASSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ }
+ else
+#endif
+ {
+ loadRGBAUByteDataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ }
+ break;
+ case GL_RGBA4:
+ loadRGBA4444DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGB5_A1:
+ loadRGBA5551DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_BGRA8_EXT:
+ loadBGRADataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
+ case GL_RGB32F_EXT:
+ loadRGBFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGB16F_EXT:
+ loadRGBHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGBA32F_EXT:
+ loadRGBAFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ case GL_RGBA16F_EXT:
+ loadRGBAHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits);
+ break;
+ default: UNREACHABLE();
+ }
+
+ unlock();
+}
+
+void Image9::loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ const void *input)
+{
+ ASSERT(xoffset % 4 == 0);
+ ASSERT(yoffset % 4 == 0);
+
+ RECT lockRect = {
+ xoffset, yoffset,
+ xoffset + width, yoffset + height
+ };
+
+ D3DLOCKED_RECT locked;
+ HRESULT result = lock(&locked, &lockRect);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ GLsizei inputSize = gl::ComputeCompressedSize(width, height, mInternalFormat);
+ GLsizei inputPitch = gl::ComputeCompressedPitch(width, mInternalFormat);
+ int rows = inputSize / inputPitch;
+ for (int i = 0; i < rows; ++i)
+ {
+ memcpy((void*)((BYTE*)locked.pBits + i * locked.Pitch), (void*)((BYTE*)input + i * inputPitch), inputPitch);
+ }
+
+ unlock();
+}
+
+// This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
+void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *surface = NULL;
+ gl::Renderbuffer *colorbuffer = source->getColorbuffer(0);
+
+ if (colorbuffer)
+ {
+ renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget());
+ }
+
+ if (renderTarget)
+ {
+ surface = renderTarget->getSurface();
+ }
+
+ if (!surface)
+ {
+ ERR("Failed to retrieve the render target.");
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ IDirect3DSurface9 *renderTargetData = NULL;
+ D3DSURFACE_DESC description;
+ surface->GetDesc(&description);
+
+ HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL);
+
+ if (FAILED(result))
+ {
+ ERR("Could not create matching destination surface.");
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ result = device->GetRenderTargetData(surface, renderTargetData);
+
+ if (FAILED(result))
+ {
+ ERR("GetRenderTargetData unexpectedly failed.");
+ renderTargetData->Release();
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ RECT sourceRect = {x, y, x + width, y + height};
+ RECT destRect = {xoffset, yoffset, xoffset + width, yoffset + height};
+
+ D3DLOCKED_RECT sourceLock = {0};
+ result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to lock the source surface (rectangle might be invalid).");
+ renderTargetData->Release();
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ D3DLOCKED_RECT destLock = {0};
+ result = lock(&destLock, &destRect);
+
+ if (FAILED(result))
+ {
+ ERR("Failed to lock the destination surface (rectangle might be invalid).");
+ renderTargetData->UnlockRect();
+ renderTargetData->Release();
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ if (destLock.pBits && sourceLock.pBits)
+ {
+ unsigned char *source = (unsigned char*)sourceLock.pBits;
+ unsigned char *dest = (unsigned char*)destLock.pBits;
+
+ switch (description.Format)
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ memcpy(dest, source, 4 * width);
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ dest[x] = source[x * 4 + 2];
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ dest[x * 2 + 0] = source[x * 4 + 2];
+ dest[x * 2 + 1] = source[x * 4 + 3];
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_R5G6B5:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short rgb = ((unsigned short*)source)[x];
+ unsigned char red = (rgb & 0xF800) >> 8;
+ unsigned char green = (rgb & 0x07E0) >> 3;
+ unsigned char blue = (rgb & 0x001F) << 3;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 6);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = 0xFF;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0xF8;
+ dest[x] = red | (red >> 5);
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ case D3DFMT_A1R5G5B5:
+ switch(getD3DFormat())
+ {
+ case D3DFMT_X8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)source)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 5);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = 0xFF;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8R8G8B8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned short argb = ((unsigned short*)source)[x];
+ unsigned char red = (argb & 0x7C00) >> 7;
+ unsigned char green = (argb & 0x03E0) >> 2;
+ unsigned char blue = (argb & 0x001F) << 3;
+ unsigned char alpha = (signed short)argb >> 15;
+ dest[x + 0] = blue | (blue >> 5);
+ dest[x + 1] = green | (green >> 5);
+ dest[x + 2] = red | (red >> 5);
+ dest[x + 3] = alpha;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0x7C;
+ dest[x] = (red << 1) | (red >> 4);
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ case D3DFMT_A8L8:
+ for(int y = 0; y < height; y++)
+ {
+ for(int x = 0; x < width; x++)
+ {
+ unsigned char red = source[x * 2 + 1] & 0x7C;
+ dest[x * 2 + 0] = (red << 1) | (red >> 4);
+ dest[x * 2 + 1] = (signed char)source[x * 2 + 1] >> 7;
+ }
+
+ source += sourceLock.Pitch;
+ dest += destLock.Pitch;
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ break;
+ default:
+ UNREACHABLE();
+ }
+ }
+
+ unlock();
+ renderTargetData->UnlockRect();
+
+ renderTargetData->Release();
+ surface->Release();
+
+ mDirty = true;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.h
new file mode 100644
index 0000000000..2fbbca3124
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Image9.h
@@ -0,0 +1,79 @@
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// Image9.h: Defines the rx::Image9 class, which acts as the interface to
+// the actual underlying surfaces of a Texture.
+
+#ifndef LIBGLESV2_RENDERER_IMAGE9_H_
+#define LIBGLESV2_RENDERER_IMAGE9_H_
+
+#include "libGLESv2/renderer/Image.h"
+#include "common/debug.h"
+
+namespace gl
+{
+class Framebuffer;
+}
+
+namespace rx
+{
+class Renderer;
+class Renderer9;
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+
+class Image9 : public Image
+{
+ public:
+ Image9();
+ ~Image9();
+
+ static Image9 *makeImage9(Image *img);
+
+ static void generateMipmap(Image9 *dest, Image9 *source);
+ static void generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface);
+ static void copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source);
+
+ virtual bool redefine(Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease);
+
+ virtual bool isRenderableFormat() const;
+ D3DFORMAT getD3DFormat() const;
+
+ virtual bool isDirty() const {return mSurface && mDirty;}
+ IDirect3DSurface9 *getSurface();
+
+ virtual void setManagedSurface(TextureStorageInterface2D *storage, int level);
+ virtual void setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level);
+ virtual bool updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+ virtual bool updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ virtual void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ GLint unpackAlignment, const void *input);
+ virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ const void *input);
+
+ virtual void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Image9);
+
+ void createSurface();
+ void setManagedSurface(IDirect3DSurface9 *surface);
+ bool updateSurface(IDirect3DSurface9 *dest, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
+
+ HRESULT lock(D3DLOCKED_RECT *lockedRect, const RECT *rect);
+ void unlock();
+
+ Renderer9 *mRenderer;
+
+ D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable.
+ D3DFORMAT mD3DFormat;
+
+ IDirect3DSurface9 *mSurface;
+};
+}
+
+#endif // LIBGLESV2_RENDERER_IMAGE9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp
new file mode 100644
index 0000000000..7cb5d13a18
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.cpp
@@ -0,0 +1,207 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// Indexffer9.cpp: Defines the D3D9 IndexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d9/IndexBuffer9.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+IndexBuffer9::IndexBuffer9(Renderer9 *const renderer) : mRenderer(renderer)
+{
+ mIndexBuffer = NULL;
+ mBufferSize = 0;
+ mIndexType = 0;
+ mDynamic = false;
+}
+
+IndexBuffer9::~IndexBuffer9()
+{
+ if (mIndexBuffer)
+ {
+ mIndexBuffer->Release();
+ mIndexBuffer = NULL;
+ }
+}
+
+bool IndexBuffer9::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic)
+{
+ if (mIndexBuffer)
+ {
+ mIndexBuffer->Release();
+ mIndexBuffer = NULL;
+ }
+
+ updateSerial();
+
+ if (bufferSize > 0)
+ {
+ D3DFORMAT format;
+ if (indexType == GL_UNSIGNED_SHORT || indexType == GL_UNSIGNED_BYTE)
+ {
+ format = D3DFMT_INDEX16;
+ }
+ else if (indexType == GL_UNSIGNED_INT)
+ {
+ if (mRenderer->get32BitIndexSupport())
+ {
+ format = D3DFMT_INDEX32;
+ }
+ else
+ {
+ ERR("Attempted to create a 32-bit index buffer but renderer does not support 32-bit indices.");
+ return false;
+ }
+ }
+ else
+ {
+ ERR("Invalid index type %u.", indexType);
+ return false;
+ }
+
+ DWORD usageFlags = D3DUSAGE_WRITEONLY;
+ if (dynamic)
+ {
+ usageFlags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createIndexBuffer(bufferSize, usageFlags, format, &mIndexBuffer);
+ if (FAILED(result))
+ {
+ ERR("Failed to create an index buffer of size %u, result: 0x%08x.", mBufferSize, result);
+ return false;
+ }
+ }
+
+ mBufferSize = bufferSize;
+ mIndexType = indexType;
+ mDynamic = dynamic;
+
+ return true;
+}
+
+IndexBuffer9 *IndexBuffer9::makeIndexBuffer9(IndexBuffer *indexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer9*, indexBuffer));
+ return static_cast<IndexBuffer9*>(indexBuffer);
+}
+
+bool IndexBuffer9::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory)
+{
+ if (mIndexBuffer)
+ {
+ DWORD lockFlags = mDynamic ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+ HRESULT result = mIndexBuffer->Lock(offset, size, &mapPtr, lockFlags);
+ if (FAILED(result))
+ {
+ ERR("Index buffer lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ *outMappedMemory = mapPtr;
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+bool IndexBuffer9::unmapBuffer()
+{
+ if (mIndexBuffer)
+ {
+ HRESULT result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Index buffer unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+GLenum IndexBuffer9::getIndexType() const
+{
+ return mIndexType;
+}
+
+unsigned int IndexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool IndexBuffer9::setSize(unsigned int bufferSize, GLenum indexType)
+{
+ if (bufferSize > mBufferSize || indexType != mIndexType)
+ {
+ return initialize(bufferSize, indexType, mDynamic);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool IndexBuffer9::discard()
+{
+ if (mIndexBuffer)
+ {
+ void *dummy;
+ HRESULT result;
+
+ result = mIndexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ ERR("Discard lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ result = mIndexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Discard unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Index buffer not initialized.");
+ return false;
+ }
+}
+
+D3DFORMAT IndexBuffer9::getIndexFormat() const
+{
+ switch (mIndexType)
+ {
+ case GL_UNSIGNED_BYTE: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_SHORT: return D3DFMT_INDEX16;
+ case GL_UNSIGNED_INT: return D3DFMT_INDEX32;
+ default: UNREACHABLE(); return D3DFMT_UNKNOWN;
+ }
+}
+
+IDirect3DIndexBuffer9 * IndexBuffer9::getBuffer() const
+{
+ return mIndexBuffer;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.h
new file mode 100644
index 0000000000..6801867532
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/IndexBuffer9.h
@@ -0,0 +1,53 @@
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// Indexffer9.h: Defines the D3D9 IndexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_INDEXBUFFER9_H_
+#define LIBGLESV2_RENDERER_INDEXBUFFER9_H_
+
+#include "libGLESv2/renderer/IndexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class IndexBuffer9 : public IndexBuffer
+{
+ public:
+ explicit IndexBuffer9(Renderer9 *const renderer);
+ virtual ~IndexBuffer9();
+
+ virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic);
+
+ static IndexBuffer9 *makeIndexBuffer9(IndexBuffer *indexBuffer);
+
+ virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory);
+ virtual bool unmapBuffer();
+
+ virtual GLenum getIndexType() const;
+ virtual unsigned int getBufferSize() const;
+ virtual bool setSize(unsigned int bufferSize, GLenum indexType);
+
+ virtual bool discard();
+
+ D3DFORMAT getIndexFormat() const;
+ IDirect3DIndexBuffer9 *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(IndexBuffer9);
+
+ rx::Renderer9 *const mRenderer;
+
+ IDirect3DIndexBuffer9 *mIndexBuffer;
+ unsigned int mBufferSize;
+ GLenum mIndexType;
+ bool mDynamic;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_INDEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.cpp
new file mode 100644
index 0000000000..72781cbc39
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.cpp
@@ -0,0 +1,125 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2013 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.
+//
+
+// Query9.cpp: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+
+#include "libGLESv2/renderer/d3d9/Query9.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+Query9::Query9(rx::Renderer9 *renderer, GLenum type) : QueryImpl(type)
+{
+ mRenderer = renderer;
+ mQuery = NULL;
+}
+
+Query9::~Query9()
+{
+ if (mQuery)
+ {
+ mQuery->Release();
+ mQuery = NULL;
+ }
+}
+
+void Query9::begin()
+{
+ if (mQuery == NULL)
+ {
+ if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery)))
+ {
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_BEGIN);
+ ASSERT(SUCCEEDED(result));
+}
+
+void Query9::end()
+{
+ if (mQuery == NULL)
+ {
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+ HRESULT result = mQuery->Issue(D3DISSUE_END);
+ ASSERT(SUCCEEDED(result));
+
+ mStatus = GL_FALSE;
+ mResult = GL_FALSE;
+}
+
+GLuint Query9::getResult()
+{
+ if (mQuery != NULL)
+ {
+ while (!testQuery())
+ {
+ 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 (mRenderer->testDeviceLost(true))
+ {
+ return gl::error(GL_OUT_OF_MEMORY, 0);
+ }
+ }
+ }
+
+ return mResult;
+}
+
+GLboolean Query9::isResultAvailable()
+{
+ if (mQuery != NULL)
+ {
+ testQuery();
+ }
+
+ return mStatus;
+}
+
+GLboolean Query9::testQuery()
+{
+ if (mQuery != NULL && mStatus != GL_TRUE)
+ {
+ DWORD numPixels = 0;
+
+ HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH);
+ if (hres == S_OK)
+ {
+ mStatus = GL_TRUE;
+
+ switch (getType())
+ {
+ case GL_ANY_SAMPLES_PASSED_EXT:
+ case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
+ mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE;
+ break;
+ default:
+ ASSERT(false);
+ }
+ }
+ else if (d3d9::isDeviceLostError(hres))
+ {
+ mRenderer->notifyDeviceLost();
+ return gl::error(GL_OUT_OF_MEMORY, GL_TRUE);
+ }
+
+ return mStatus;
+ }
+
+ return GL_TRUE; // prevent blocking when query is null
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.h
new file mode 100644
index 0000000000..47eef89336
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Query9.h
@@ -0,0 +1,40 @@
+//
+// Copyright (c) 2013 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.
+//
+
+// Query9.h: Defines the rx::Query9 class which implements rx::QueryImpl.
+
+#ifndef LIBGLESV2_RENDERER_QUERY9_H_
+#define LIBGLESV2_RENDERER_QUERY9_H_
+
+#include "libGLESv2/renderer/QueryImpl.h"
+
+namespace rx
+{
+class Renderer9;
+
+class Query9 : public QueryImpl
+{
+ public:
+ Query9(rx::Renderer9 *renderer, GLenum type);
+ virtual ~Query9();
+
+ void begin();
+ void end();
+ GLuint getResult();
+ GLboolean isResultAvailable();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Query9);
+
+ GLboolean testQuery();
+
+ rx::Renderer9 *mRenderer;
+ IDirect3DQuery9 *mQuery;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_QUERY9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp
new file mode 100644
index 0000000000..090431db99
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.cpp
@@ -0,0 +1,113 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 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.
+//
+
+// RenderTarget9.cpp: Implements a D3D9-specific wrapper for IDirect3DSurface9
+// pointers retained by renderbuffers.
+
+#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/main.h"
+
+namespace rx
+{
+
+RenderTarget9::RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface)
+{
+ mRenderer = Renderer9::makeRenderer9(renderer);
+ mRenderTarget = surface;
+
+ if (mRenderTarget)
+ {
+ D3DSURFACE_DESC description;
+ mRenderTarget->GetDesc(&description);
+
+ mWidth = description.Width;
+ mHeight = description.Height;
+
+ mInternalFormat = d3d9_gl::GetEquivalentFormat(description.Format);
+ mActualFormat = d3d9_gl::GetEquivalentFormat(description.Format);
+ mSamples = d3d9_gl::GetSamplesFromMultisampleType(description.MultiSampleType);
+ }
+}
+
+RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples)
+{
+ mRenderer = Renderer9::makeRenderer9(renderer);
+ mRenderTarget = NULL;
+
+ D3DFORMAT requestedFormat = gl_d3d9::ConvertRenderbufferFormat(format);
+ int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples);
+
+ if (supportedSamples == -1)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+
+ return;
+ }
+
+ HRESULT result = D3DERR_INVALIDCALL;
+
+ if (width > 0 && height > 0)
+ {
+ if (requestedFormat == D3DFMT_D24S8)
+ {
+ result = mRenderer->getDevice()->CreateDepthStencilSurface(width, height, requestedFormat,
+ gl_d3d9::GetMultisampleTypeFromSamples(supportedSamples),
+ 0, FALSE, &mRenderTarget, NULL);
+ }
+ else
+ {
+ result = mRenderer->getDevice()->CreateRenderTarget(width, height, requestedFormat,
+ gl_d3d9::GetMultisampleTypeFromSamples(supportedSamples),
+ 0, FALSE, &mRenderTarget, NULL);
+ }
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ gl::error(GL_OUT_OF_MEMORY);
+
+ return;
+ }
+
+ ASSERT(SUCCEEDED(result));
+ }
+
+ mWidth = width;
+ mHeight = height;
+ mInternalFormat = format;
+ mSamples = supportedSamples;
+ mActualFormat = d3d9_gl::GetEquivalentFormat(requestedFormat);
+}
+
+RenderTarget9::~RenderTarget9()
+{
+ if (mRenderTarget)
+ {
+ mRenderTarget->Release();
+ }
+}
+
+RenderTarget9 *RenderTarget9::makeRenderTarget9(RenderTarget *target)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget9*, target));
+ return static_cast<rx::RenderTarget9*>(target);
+}
+
+IDirect3DSurface9 *RenderTarget9::getSurface()
+{
+ // Caller is responsible for releasing the returned surface reference.
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.h
new file mode 100644
index 0000000000..faf8ad1c6d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/RenderTarget9.h
@@ -0,0 +1,40 @@
+//
+// Copyright (c) 2012 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.
+//
+
+// RenderTarget9.h: Defines a D3D9-specific wrapper for IDirect3DSurface9 pointers
+// retained by Renderbuffers.
+
+#ifndef LIBGLESV2_RENDERER_RENDERTARGET9_H_
+#define LIBGLESV2_RENDERER_RENDERTARGET9_H_
+
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace rx
+{
+class Renderer;
+class Renderer9;
+
+class RenderTarget9 : public RenderTarget
+{
+ public:
+ RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface);
+ RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples);
+ virtual ~RenderTarget9();
+
+ static RenderTarget9 *makeRenderTarget9(RenderTarget *renderTarget);
+ IDirect3DSurface9 *getSurface();
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(RenderTarget9);
+
+ IDirect3DSurface9 *mRenderTarget;
+
+ Renderer9 *mRenderer;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERTARGET9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.cpp
new file mode 100644
index 0000000000..97a10d64bf
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.cpp
@@ -0,0 +1,3287 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 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 "libGLESv2/main.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/Renderbuffer.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/renderer/IndexDataManager.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d9/ShaderExecutable9.h"
+#include "libGLESv2/renderer/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d9/Image9.h"
+#include "libGLESv2/renderer/d3d9/Blit.h"
+#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/d3d9/IndexBuffer9.h"
+#include "libGLESv2/renderer/d3d9/BufferStorage9.h"
+#include "libGLESv2/renderer/d3d9/Query9.h"
+#include "libGLESv2/renderer/d3d9/Fence9.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)
+
+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, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice)
+{
+ 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;
+ }
+}
+
+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();
+ }
+ }
+
+ deinitialize();
+}
+
+void Renderer9::deinitialize()
+{
+ releaseDeviceResources();
+
+ SafeRelease(mDevice);
+ SafeRelease(mDeviceEx);
+ SafeRelease(mD3d9);
+ SafeRelease(mD3d9Ex);
+
+ if (mDeviceWindow)
+ {
+ DestroyWindow(mDeviceWindow);
+ mDeviceWindow = NULL;
+ }
+
+ if (mD3d9Module)
+ {
+ mD3d9Module = NULL;
+ }
+
+ while (!mMultiSampleSupport.empty())
+ {
+ delete [] mMultiSampleSupport.begin()->second;
+ mMultiSampleSupport.erase(mMultiSampleSupport.begin());
+ }
+}
+
+Renderer9 *Renderer9::makeRenderer9(Renderer *renderer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer));
+ return static_cast<rx::Renderer9*>(renderer);
+}
+
+EGLint Renderer9::initialize()
+{
+ if (!initializeCompiler())
+ {
+ return EGL_NOT_INITIALIZED;
+ }
+
+ if (mSoftwareDevice)
+ {
+ TRACE_EVENT0("gpu", "GetModuleHandle_swiftshader");
+ mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll"));
+ }
+ else
+ {
+ 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::convertToRenderTarget.
+ 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);
+ }
+
+ // ATI cards on XP have problems with non-power-of-two textures.
+ mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) &&
+ !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) &&
+ !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) &&
+ !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD);
+
+ // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec
+ mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2));
+
+ 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);
+ }
+
+ int max = 0;
+ {
+ TRACE_EVENT0("gpu", "getMultiSampleSupport");
+ for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i)
+ {
+ bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
+ getMultiSampleSupport(RenderTargetFormats[i], multisampleArray);
+ mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray;
+
+ for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
+ {
+ if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
+ {
+ max = j;
+ }
+ }
+ }
+ }
+
+ {
+ TRACE_EVENT0("gpu", "getMultiSampleSupport2");
+ for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i)
+ {
+ if (DepthStencilFormats[i] == D3DFMT_UNKNOWN)
+ continue;
+
+ bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1];
+ getMultiSampleSupport(DepthStencilFormats[i], multisampleArray);
+ mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray;
+
+ for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j)
+ {
+ if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max)
+ {
+ max = j;
+ }
+ }
+ }
+ }
+
+ mMaxSupportedSamples = max;
+
+ 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;
+
+ {
+ 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);
+ }
+
+ // Check occlusion query support
+ IDirect3DQuery9 *occlusionQuery = NULL;
+ {
+ TRACE_EVENT0("gpu", "device_CreateQuery");
+ if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery)
+ {
+ occlusionQuery->Release();
+ mOcclusionQuerySupport = true;
+ }
+ else
+ {
+ mOcclusionQuerySupport = false;
+ }
+ }
+
+ // Check event query support
+ IDirect3DQuery9 *eventQuery = NULL;
+ {
+ TRACE_EVENT0("gpu", "device_CreateQuery2");
+ if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery)
+ {
+ eventQuery->Release();
+ mEventQuerySupport = true;
+ }
+ else
+ {
+ mEventQuerySupport = false;
+ }
+ }
+
+ D3DDISPLAYMODE currentDisplayMode;
+ mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
+
+ // Check vertex texture support
+ // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
+ // We test this using D3D9 by checking support for the R16F format.
+ mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
+
+ // Check depth texture support
+ // we use INTZ for depth textures in Direct3D9
+ // we also want NULL texture support to ensure the we can make depth-only FBOs
+ // see http://aras-p.info/texts/D3D9GPUHacks.html
+ mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
+ D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
+
+ // Check 32 bit floating point texture support
+ mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+ mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+
+ if (!mFloat32FilterSupport && !mFloat32RenderSupport)
+ {
+ mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
+ }
+ else
+ {
+ mFloat32TextureSupport = true;
+ }
+
+ // Check 16 bit floating point texture support
+ mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+ mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+
+ if (!mFloat16FilterSupport && !mFloat16RenderSupport)
+ {
+ mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
+ SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
+ D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
+ }
+ else
+ {
+ mFloat16TextureSupport = true;
+ }
+
+ // Check DXT texture support
+ mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
+ mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
+ mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
+
+ // Check luminance[alpha] texture support
+ mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
+ mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
+
+ initializeDevice();
+
+ 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 Blit(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, &currentDisplayMode);
+
+ 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::ConvertBackBufferFormat(renderTargetFormat);
+ newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
+ newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
+ newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
+
+ (*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);
+ ASSERT(SUCCEEDED(result));
+ }
+ else
+ {
+ query = mEventQueryPool.back();
+ mEventQueryPool.pop_back();
+ }
+
+ return query;
+}
+
+void Renderer9::freeEventQuery(IDirect3DQuery9* query)
+{
+ if (mEventQueryPool.size() > 1000)
+ {
+ query->Release();
+ }
+ 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);
+}
+
+BufferStorage *Renderer9::createBufferStorage()
+{
+ return new BufferStorage9();
+}
+
+QueryImpl *Renderer9::createQuery(GLenum type)
+{
+ return new Query9(this, type);
+}
+
+FenceImpl *Renderer9::createFence()
+{
+ return new Fence9(this);
+}
+
+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.lodOffset);
+ if (mSupportsTextureFilterAnisotropy)
+ {
+ 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;
+}
+
+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::Color &blendColor, unsigned int sampleMask)
+{
+ bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
+ bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 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.");
+ }
+
+ // 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(blendState.colorMaskRed, blendState.colorMaskGreen,
+ blendState.colorMaskBlue, 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;
+ if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
+ stencilRef != stencilBackRef ||
+ depthStencilState.stencilMask != depthStencilState.stencilBackMask)
+ {
+ ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+ // 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:
+ return gl::error(GL_INVALID_ENUM, false);
+ }
+
+ return mPrimitiveCount > 0;
+}
+
+
+gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *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 *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0));
+
+ // 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::Renderbuffer *renderbufferObject = NULL;
+ if (framebuffer->getColorbufferType(0) != GL_NONE)
+ {
+ renderbufferObject = framebuffer->getColorbuffer(0);
+ }
+ else
+ {
+ renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer());
+ }
+ if (!renderbufferObject)
+ {
+ ERR("unable to locate renderbuffer for FBO.");
+ return false;
+ }
+
+ bool renderTargetChanged = false;
+ unsigned int renderTargetSerial = renderbufferObject->getSerial();
+ if (renderTargetSerial != mAppliedRenderTargetSerial)
+ {
+ // Apply the render target on the device
+ IDirect3DSurface9 *renderTargetSurface = NULL;
+
+ RenderTarget *renderTarget = renderbufferObject->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);
+ renderTargetSurface->Release();
+
+ mAppliedRenderTargetSerial = renderTargetSerial;
+ renderTargetChanged = true;
+ }
+
+ gl::Renderbuffer *depthStencil = NULL;
+ unsigned int depthbufferSerial = 0;
+ unsigned int stencilbufferSerial = 0;
+ if (framebuffer->getDepthbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getDepthbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ depthbufferSerial = depthStencil->getSerial();
+ }
+ else if (framebuffer->getStencilbufferType() != GL_NONE)
+ {
+ depthStencil = framebuffer->getStencilbuffer();
+ if (!depthStencil)
+ {
+ ERR("Depth stencil pointer unexpectedly null.");
+ return false;
+ }
+
+ 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);
+ depthStencilSurface->Release();
+
+ 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;
+
+ mRenderTargetDesc.width = renderbufferObject->getWidth();
+ mRenderTargetDesc.height = renderbufferObject->getHeight();
+ mRenderTargetDesc.format = renderbufferObject->getActualFormat();
+ mRenderTargetDescInitialized = true;
+ }
+
+ return true;
+}
+
+GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
+{
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, 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::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
+{
+ 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;
+ BufferStorage *storage = indexBuffer->getStorage();
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+ indices = static_cast<const GLubyte*>(storage->getData()) + offset;
+ }
+
+ unsigned int startIndex = 0;
+
+ if (get32BitIndexSupport())
+ {
+ 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);
+ }
+ }
+
+ 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);
+ }
+
+ // Checked by Renderer9::applyPrimitiveType
+ ASSERT(count >= 0);
+
+ 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)
+ {
+ BufferStorage *storage = elementArrayBuffer->getStorage();
+ 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)
+{
+ unsigned int programBinarySerial = programBinary->getSerial();
+ if (programBinarySerial != mAppliedProgramBinarySerial)
+ {
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
+
+ IDirect3DVertexShader9 *vertexShader = NULL;
+ if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
+
+ IDirect3DPixelShader9 *pixelShader = NULL;
+ if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
+
+ mDevice->SetPixelShader(pixelShader);
+ mDevice->SetVertexShader(vertexShader);
+ programBinary->dirtyAllUniforms();
+ mDxUniformsDirty = true;
+
+ mAppliedProgramBinarySerial = programBinarySerial;
+ }
+}
+
+void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
+{
+ for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
+ {
+ gl::Uniform *targetUniform = *ub;
+
+ 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();
+ }
+
+ targetUniform->dirty = false;
+ }
+ }
+
+ // 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::Uniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->psRegisterIndex >= 0)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount);
+ }
+
+ if (targetUniform->vsRegisterIndex >= 0)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount);
+ }
+}
+
+void Renderer9::applyUniformniv(gl::Uniform *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::Uniform *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)
+{
+ D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
+ gl::unorm<8>(clearParams.colorClearValue.red),
+ gl::unorm<8>(clearParams.colorClearValue.green),
+ gl::unorm<8>(clearParams.colorClearValue.blue));
+ float depth = gl::clamp01(clearParams.depthClearValue);
+ int stencil = clearParams.stencilClearValue & 0x000000FF;
+
+ unsigned int stencilUnmasked = 0x0;
+ if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
+ {
+ unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
+ stencilUnmasked = (0x1 << stencilSize) - 1;
+ }
+
+ bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
+
+ const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+ const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
+ !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
+ clearParams.colorMaskBlue && alphaUnmasked);
+
+ 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 (clearParams.mask & GL_COLOR_BUFFER_BIT)
+ {
+ 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.mask & GL_STENCIL_BUFFER_BIT))
+ {
+ 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.mask & GL_DEPTH_BUFFER_BIT)
+ {
+ 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 (clearParams.mask)
+ {
+ DWORD dxClearFlags = 0;
+ if (clearParams.mask & GL_COLOR_BUFFER_BIT)
+ {
+ dxClearFlags |= D3DCLEAR_TARGET;
+ }
+ if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
+ {
+ dxClearFlags |= D3DCLEAR_ZBUFFER;
+ }
+ if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
+ {
+ 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;
+ mAppliedProgramBinarySerial = 0;
+ mDxUniformsDirty = true;
+
+ mVertexDeclarationCache.markStateDirty();
+}
+
+void Renderer9::releaseDeviceResources()
+{
+ while (!mEventQueryPool.empty())
+ {
+ mEventQueryPool.back()->Release();
+ mEventQueryPool.pop_back();
+ }
+
+ 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.
+ deinitialize();
+ 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;
+}
+
+void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray)
+{
+ for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++)
+ {
+ HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format,
+ TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL);
+
+ multiSampleArray[multiSampleIndex] = SUCCEEDED(result);
+ }
+}
+
+bool Renderer9::getBGRATextureSupport() const
+{
+ // DirectX 9 always supports BGRA
+ return true;
+}
+
+bool Renderer9::getDXT1TextureSupport()
+{
+ return mDXT1TextureSupport;
+}
+
+bool Renderer9::getDXT3TextureSupport()
+{
+ return mDXT3TextureSupport;
+}
+
+bool Renderer9::getDXT5TextureSupport()
+{
+ return mDXT5TextureSupport;
+}
+
+bool Renderer9::getDepthTextureSupport() const
+{
+ return mDepthTextureSupport;
+}
+
+bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable)
+{
+ *filtering = mFloat32FilterSupport;
+ *renderable = mFloat32RenderSupport;
+ return mFloat32TextureSupport;
+}
+
+bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable)
+{
+ *filtering = mFloat16FilterSupport;
+ *renderable = mFloat16RenderSupport;
+ return mFloat16TextureSupport;
+}
+
+bool Renderer9::getLuminanceTextureSupport()
+{
+ return mLuminanceTextureSupport;
+}
+
+bool Renderer9::getLuminanceAlphaTextureSupport()
+{
+ return mLuminanceAlphaTextureSupport;
+}
+
+bool Renderer9::getTextureFilterAnisotropySupport() const
+{
+ return mSupportsTextureFilterAnisotropy;
+}
+
+float Renderer9::getTextureMaxAnisotropy() const
+{
+ if (mSupportsTextureFilterAnisotropy)
+ {
+ return static_cast<float>(mDeviceCaps.MaxAnisotropy);
+ }
+ return 1.0f;
+}
+
+bool Renderer9::getEventQuerySupport()
+{
+ return mEventQuerySupport;
+}
+
+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;
+}
+
+bool Renderer9::getNonPower2TextureSupport() const
+{
+ return mSupportsNonPower2Textures;
+}
+
+bool Renderer9::getOcclusionQuerySupport() const
+{
+ return mOcclusionQuerySupport;
+}
+
+bool Renderer9::getInstancingSupport() const
+{
+ return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0);
+}
+
+bool Renderer9::getShareHandleSupport() const
+{
+ // PIX doesn't seem to support using share handles, so disable them.
+ return (mD3d9Ex != NULL) && !gl::perfActive();
+}
+
+bool Renderer9::getDerivativeInstructionSupport() const
+{
+ return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0;
+}
+
+bool Renderer9::getPostSubBufferSupport() const
+{
+ return true;
+}
+
+int Renderer9::getMajorShaderModel() const
+{
+ return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion);
+}
+
+float Renderer9::getMaxPointSize() const
+{
+ // Point size clamped at 1.0f for SM2
+ return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f;
+}
+
+int Renderer9::getMaxViewportDimension() const
+{
+ int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()),
+ (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE);
+ return maxTextureDimension;
+}
+
+int Renderer9::getMaxTextureWidth() const
+{
+ return (int)mDeviceCaps.MaxTextureWidth;
+}
+
+int Renderer9::getMaxTextureHeight() const
+{
+ return (int)mDeviceCaps.MaxTextureHeight;
+}
+
+bool Renderer9::get32BitIndexSupport() const
+{
+ return mDeviceCaps.MaxVertexIndex >= (1 << 16);
+}
+
+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;
+}
+
+int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const
+{
+ if (requested == 0)
+ {
+ return requested;
+ }
+
+ std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format);
+ if (itr == mMultiSampleSupport.end())
+ {
+ if (format == D3DFMT_UNKNOWN)
+ return 0;
+ return -1;
+ }
+
+ for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i)
+ {
+ if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE)
+ {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+unsigned int Renderer9::getMaxRenderTargets() const
+{
+ // we do not support MRT in d3d9
+ return 1;
+}
+
+D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat)
+{
+ switch (internalformat)
+ {
+ case GL_DEPTH_COMPONENT16:
+ case GL_DEPTH_COMPONENT32_OES:
+ case GL_DEPTH24_STENCIL8_OES:
+ return D3DFMT_INTZ;
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ return D3DFMT_DXT1;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
+ return D3DFMT_DXT3;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
+ return D3DFMT_DXT5;
+ case GL_RGBA32F_EXT:
+ case GL_RGB32F_EXT:
+ case GL_ALPHA32F_EXT:
+ case GL_LUMINANCE32F_EXT:
+ case GL_LUMINANCE_ALPHA32F_EXT:
+ return D3DFMT_A32B32G32R32F;
+ case GL_RGBA16F_EXT:
+ case GL_RGB16F_EXT:
+ case GL_ALPHA16F_EXT:
+ case GL_LUMINANCE16F_EXT:
+ case GL_LUMINANCE_ALPHA16F_EXT:
+ return D3DFMT_A16B16G16R16F;
+ case GL_LUMINANCE8_EXT:
+ if (getLuminanceTextureSupport())
+ {
+ return D3DFMT_L8;
+ }
+ break;
+ case GL_LUMINANCE8_ALPHA8_EXT:
+ if (getLuminanceAlphaTextureSupport())
+ {
+ return D3DFMT_A8L8;
+ }
+ break;
+ case GL_RGB8_OES:
+ case GL_RGB565:
+ return D3DFMT_X8R8G8B8;
+ }
+
+ return D3DFMT_A8R8G8B8;
+}
+
+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->levelCount();
+ 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());
+
+ if (srcSurf) srcSurf->Release();
+ if (dstSurf) dstSurf->Release();
+
+ 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->levelCount();
+ 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());
+
+ if (srcSurf) srcSurf->Release();
+ if (dstSurf) dstSurf->Release();
+
+ if (!result)
+ return false;
+ }
+ }
+ }
+
+ return result;
+}
+
+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::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect,
+ bool blitRenderTarget, bool blitDepthStencil)
+{
+ endScene();
+
+ if (blitRenderTarget)
+ {
+ gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0);
+ gl::Renderbuffer *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);
+ }
+
+ 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;
+
+ HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE);
+
+ readSurface->Release();
+ drawSurface->Release();
+
+ if (FAILED(result))
+ {
+ ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result);
+ return false;
+ }
+ }
+
+ if (blitDepthStencil)
+ {
+ gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer();
+ gl::Renderbuffer *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);
+
+ readSurface->Release();
+ drawSurface->Release();
+
+ 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,
+ GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
+{
+ RenderTarget9 *renderTarget = NULL;
+ IDirect3DSurface9 *surface = NULL;
+ gl::Renderbuffer *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
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+ HRESULT result;
+ IDirect3DSurface9 *systemSurface = NULL;
+ bool directToPixels = !packReverseRowOrder && packAlignment <= 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);
+ surface->Release();
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ result = mDevice->GetRenderTargetData(surface, systemSurface);
+ surface->Release();
+ surface = NULL;
+
+ if (FAILED(result))
+ {
+ systemSurface->Release();
+
+ // 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)
+ {
+ systemSurface->Release();
+ 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();
+ systemSurface->Release();
+
+ return; // No sensible error to generate
+ }
+
+ unsigned char *dest = (unsigned char*)pixels;
+ unsigned short *dest16 = (unsigned short*)pixels;
+
+ unsigned char *source;
+ int inputPitch;
+ if (packReverseRowOrder)
+ {
+ source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1);
+ inputPitch = -lock.Pitch;
+ }
+ else
+ {
+ source = (unsigned char*)lock.pBits;
+ inputPitch = lock.Pitch;
+ }
+
+ unsigned int fastPixelSize = 0;
+
+ if (desc.Format == D3DFMT_A8R8G8B8 &&
+ format == GL_BGRA_EXT &&
+ type == GL_UNSIGNED_BYTE)
+ {
+ fastPixelSize = 4;
+ }
+ else if ((desc.Format == D3DFMT_A4R4G4B4 &&
+ format == GL_BGRA_EXT &&
+ type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) ||
+ (desc.Format == D3DFMT_A1R5G5B5 &&
+ format == GL_BGRA_EXT &&
+ type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT))
+ {
+ fastPixelSize = 2;
+ }
+ else if (desc.Format == D3DFMT_A16B16G16R16F &&
+ format == GL_RGBA &&
+ type == GL_HALF_FLOAT_OES)
+ {
+ fastPixelSize = 8;
+ }
+ else if (desc.Format == D3DFMT_A32B32G32R32F &&
+ format == GL_RGBA &&
+ type == GL_FLOAT)
+ {
+ fastPixelSize = 16;
+ }
+
+ for (int j = 0; j < rect.bottom - rect.top; j++)
+ {
+ if (fastPixelSize != 0)
+ {
+ // Fast path for formats which require no translation:
+ // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE
+ // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT
+ // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT
+ // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES
+ // D3DFMT_A32B32G32R32F to RGBA/FLOAT
+ //
+ // Note that buffers with no alpha go through the slow path below.
+ memcpy(dest + j * outputPitch,
+ source + j * inputPitch,
+ (rect.right - rect.left) * fastPixelSize);
+ continue;
+ }
+ else if (desc.Format == D3DFMT_A8R8G8B8 &&
+ format == GL_RGBA &&
+ type == GL_UNSIGNED_BYTE)
+ {
+ // Fast path for swapping red with blue
+ for (int i = 0; i < rect.right - rect.left; i++)
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+ *(unsigned int*)(dest + 4 * i + j * outputPitch) =
+ (argb & 0xFF00FF00) | // Keep alpha and green
+ (argb & 0x00FF0000) >> 16 | // Move red to blue
+ (argb & 0x000000FF) << 16; // Move blue to red
+ }
+ continue;
+ }
+
+ for (int i = 0; i < rect.right - rect.left; i++)
+ {
+ float r;
+ float g;
+ float b;
+ float a;
+
+ switch (desc.Format)
+ {
+ case D3DFMT_R5G6B5:
+ {
+ unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+ a = 1.0f;
+ b = (rgb & 0x001F) * (1.0f / 0x001F);
+ g = (rgb & 0x07E0) * (1.0f / 0x07E0);
+ r = (rgb & 0xF800) * (1.0f / 0xF800);
+ }
+ break;
+ case D3DFMT_A1R5G5B5:
+ {
+ unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch);
+
+ a = (argb & 0x8000) ? 1.0f : 0.0f;
+ b = (argb & 0x001F) * (1.0f / 0x001F);
+ g = (argb & 0x03E0) * (1.0f / 0x03E0);
+ r = (argb & 0x7C00) * (1.0f / 0x7C00);
+ }
+ break;
+ case D3DFMT_A8R8G8B8:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = (argb & 0xFF000000) * (1.0f / 0xFF000000);
+ b = (argb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case D3DFMT_X8R8G8B8:
+ {
+ unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = 1.0f;
+ b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF);
+ g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00);
+ r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000);
+ }
+ break;
+ case D3DFMT_A2R10G10B10:
+ {
+ unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
+
+ a = (argb & 0xC0000000) * (1.0f / 0xC0000000);
+ b = (argb & 0x000003FF) * (1.0f / 0x000003FF);
+ g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00);
+ r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000);
+ }
+ break;
+ case D3DFMT_A32B32G32R32F:
+ {
+ // float formats in D3D are stored rgba, rather than the other way round
+ r = *((float*)(source + 16 * i + j * inputPitch) + 0);
+ g = *((float*)(source + 16 * i + j * inputPitch) + 1);
+ b = *((float*)(source + 16 * i + j * inputPitch) + 2);
+ a = *((float*)(source + 16 * i + j * inputPitch) + 3);
+ }
+ break;
+ case D3DFMT_A16B16G16R16F:
+ {
+ // float formats in D3D are stored rgba, rather than the other way round
+ r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0));
+ g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1));
+ b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2));
+ a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3));
+ }
+ break;
+ default:
+ UNIMPLEMENTED(); // FIXME
+ UNREACHABLE();
+ return;
+ }
+
+ switch (format)
+ {
+ case GL_RGBA:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
+ dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
+ dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ case GL_BGRA_EXT:
+ switch (type)
+ {
+ case GL_UNSIGNED_BYTE:
+ dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f);
+ dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f);
+ dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f);
+ break;
+ case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)(15 * a + 0.5f) << 12)|
+ ((unsigned short)(15 * r + 0.5f) << 8) |
+ ((unsigned short)(15 * g + 0.5f) << 4) |
+ ((unsigned short)(15 * b + 0.5f) << 0);
+ break;
+ case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
+ // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
+ // this type is packed as follows:
+ // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+ // --------------------------------------------------------------------------------
+ // | 4th | 3rd | 2nd | 1st component |
+ // --------------------------------------------------------------------------------
+ // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)( a + 0.5f) << 15) |
+ ((unsigned short)(31 * r + 0.5f) << 10) |
+ ((unsigned short)(31 * g + 0.5f) << 5) |
+ ((unsigned short)(31 * b + 0.5f) << 0);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ case GL_RGB:
+ switch (type)
+ {
+ case GL_UNSIGNED_SHORT_5_6_5:
+ dest16[i + j * outputPitch / sizeof(unsigned short)] =
+ ((unsigned short)(31 * b + 0.5f) << 0) |
+ ((unsigned short)(63 * g + 0.5f) << 5) |
+ ((unsigned short)(31 * r + 0.5f) << 11);
+ break;
+ case GL_UNSIGNED_BYTE:
+ dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f);
+ dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f);
+ dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f);
+ break;
+ default: UNREACHABLE();
+ }
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+
+ systemSurface->UnlockRect();
+
+ systemSurface->Release();
+}
+
+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, bool depth)
+{
+ RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples);
+ return renderTarget;
+}
+
+ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
+{
+ 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, D3DWorkaroundType workaround)
+{
+ 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;
+ }
+
+ // ANGLE issue 486:
+ // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+ UINT optimizationFlags = (workaround == ANGLE_D3D_WORKAROUND_SM3_OPTIMIZER ? D3DCOMPILE_SKIP_OPTIMIZATION : ANGLE_COMPILE_OPTIMIZATION_LEVEL);
+
+ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, optimizationFlags, true);
+ if (!binary)
+ return NULL;
+
+ ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type);
+ binary->Release();
+
+ return executable;
+}
+
+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);
+ surf->Release();
+ }
+ }
+ 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(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
+{
+ return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height);
+}
+
+TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
+{
+ return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size);
+}
+
+bool Renderer9::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (mD3d9Ex)
+ {
+ mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid);
+ return true;
+ }
+
+ return false;
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.h
new file mode 100644
index 0000000000..24fd2bdd84
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/Renderer9.h
@@ -0,0 +1,356 @@
+//
+// Copyright (c) 2012-2013 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.h: Defines a back-end specific class for the D3D9 renderer.
+
+#ifndef LIBGLESV2_RENDERER_RENDERER9_H_
+#define LIBGLESV2_RENDERER_RENDERER9_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/mathutil.h"
+#include "libGLESv2/renderer/ShaderCache.h"
+#include "libGLESv2/renderer/d3d9/VertexDeclarationCache.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+
+namespace gl
+{
+class Renderbuffer;
+}
+
+namespace rx
+{
+class VertexDataManager;
+class IndexDataManager;
+class StreamingIndexBufferInterface;
+struct TranslatedAttribute;
+
+class Renderer9 : public Renderer
+{
+ public:
+ Renderer9(egl::Display *display, HDC hDc, bool softwareDevice);
+ virtual ~Renderer9();
+
+ static Renderer9 *makeRenderer9(Renderer *renderer);
+
+ virtual EGLint initialize();
+ virtual bool resetDevice();
+
+ virtual int generateConfigs(ConfigDesc **configDescList);
+ virtual void deleteConfigs(ConfigDesc *configDescList);
+
+ void startScene();
+ void endScene();
+
+ virtual void sync(bool block);
+
+ virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+
+ IDirect3DQuery9* allocateEventQuery();
+ void freeEventQuery(IDirect3DQuery9* query);
+
+ // resource creation
+ IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
+ IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
+ HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
+ HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
+#if 0
+ void *createTexture2D();
+ void *createTextureCube();
+ void *createQuery();
+ void *createIndexBuffer();
+ void *createVertexbuffer();
+
+ // state setup
+ void applyShaders();
+ void applyConstants();
+#endif
+ virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+ virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+ virtual void setRasterizerState(const gl::RasterizerState &rasterState);
+ virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor,
+ unsigned int sampleMask);
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport);
+
+ virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
+ virtual void applyShaders(gl::ProgramBinary *programBinary);
+ virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray);
+ virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
+ virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
+ virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+
+ virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances);
+ virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+
+ virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+
+ virtual void markAllStateDirty();
+
+ // lost device
+ void notifyDeviceLost();
+ virtual bool isDeviceLost();
+ virtual bool testDeviceLost(bool notify);
+ virtual bool testDeviceResettable();
+
+ // Renderer capabilities
+ IDirect3DDevice9 *getDevice() { return mDevice; }
+ virtual DWORD getAdapterVendor() const;
+ virtual std::string getRendererDescription() const;
+ virtual GUID getAdapterIdentifier() const;
+
+ virtual bool getBGRATextureSupport() const;
+ virtual bool getDXT1TextureSupport();
+ virtual bool getDXT3TextureSupport();
+ virtual bool getDXT5TextureSupport();
+ virtual bool getEventQuerySupport();
+ virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
+ virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
+ virtual bool getLuminanceTextureSupport();
+ virtual bool getLuminanceAlphaTextureSupport();
+ virtual unsigned int getMaxVertexTextureImageUnits() const;
+ virtual unsigned int getMaxCombinedTextureImageUnits() const;
+ virtual unsigned int getReservedVertexUniformVectors() const;
+ virtual unsigned int getReservedFragmentUniformVectors() const;
+ virtual unsigned int getMaxVertexUniformVectors() const;
+ virtual unsigned int getMaxFragmentUniformVectors() const;
+ virtual unsigned int getMaxVaryingVectors() const;
+ virtual bool getNonPower2TextureSupport() const;
+ virtual bool getDepthTextureSupport() const;
+ virtual bool getOcclusionQuerySupport() const;
+ virtual bool getInstancingSupport() const;
+ virtual bool getTextureFilterAnisotropySupport() const;
+ virtual float getTextureMaxAnisotropy() const;
+ virtual bool getShareHandleSupport() const;
+ virtual bool getDerivativeInstructionSupport() const;
+ virtual bool getPostSubBufferSupport() const;
+
+ virtual int getMajorShaderModel() const;
+ virtual float getMaxPointSize() const;
+ virtual int getMaxViewportDimension() const;
+ virtual int getMaxTextureWidth() const;
+ virtual int getMaxTextureHeight() const;
+ virtual bool get32BitIndexSupport() const;
+ DWORD getCapsDeclTypes() const;
+ virtual int getMinSwapInterval() const;
+ virtual int getMaxSwapInterval() const;
+
+ virtual GLsizei getMaxSupportedSamples() const;
+ int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
+
+ virtual unsigned int getMaxRenderTargets() const;
+
+ D3DFORMAT ConvertTextureInternalFormat(GLint internalformat);
+
+ // Pixel operations
+ virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
+ virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
+
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
+
+ virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ bool blitRenderTarget, bool blitDepthStencil);
+ virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
+ GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels);
+
+ // RenderTarget creation
+ virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
+ virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth);
+
+ // Shader operations
+ virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type);
+ virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround);
+
+ // Image operations
+ virtual Image *createImage();
+ virtual void generateMipmap(Image *dest, Image *source);
+ virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
+ virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
+ virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
+
+ // Buffer creation
+ virtual VertexBuffer *createVertexBuffer();
+ virtual IndexBuffer *createIndexBuffer();
+ virtual BufferStorage *createBufferStorage();
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type);
+ virtual FenceImpl *createFence();
+
+ // D3D9-renderer specific methods
+ bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
+
+ D3DPOOL getTexturePool(DWORD usage) const;
+
+ virtual bool getLUID(LUID *adapterLuid) const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Renderer9);
+
+ void deinitialize();
+
+ void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);
+ void applyUniformniv(gl::Uniform *targetUniform, const GLint *v);
+ void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v);
+
+ void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+ void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
+
+ void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
+ bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
+ gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer);
+
+ D3DPOOL getBufferPool(DWORD usage) const;
+
+ HMODULE mD3d9Module;
+ HDC mDc;
+
+ void initializeDevice();
+ D3DPRESENT_PARAMETERS getDefaultPresentParameters();
+ void releaseDeviceResources();
+
+ HRESULT getDeviceStatusCode();
+ bool isRemovedDeviceResettable() const;
+ bool resetRemovedDevice();
+
+ UINT mAdapter;
+ D3DDEVTYPE mDeviceType;
+ bool mSoftwareDevice; // FIXME: Deprecate
+ IDirect3D9 *mD3d9; // Always valid after successful initialization.
+ IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
+ IDirect3DDevice9 *mDevice;
+ IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
+
+ Blit *mBlit;
+
+ HWND mDeviceWindow;
+
+ bool mDeviceLost;
+ D3DCAPS9 mDeviceCaps;
+ D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
+
+ D3DPRIMITIVETYPE mPrimitiveType;
+ int mPrimitiveCount;
+ GLsizei mRepeatDraw;
+
+ bool mSceneStarted;
+ bool mSupportsNonPower2Textures;
+ bool mSupportsTextureFilterAnisotropy;
+ int mMinSwapInterval;
+ int mMaxSwapInterval;
+
+ bool mOcclusionQuerySupport;
+ bool mEventQuerySupport;
+ bool mVertexTextureSupport;
+
+ bool mDepthTextureSupport;
+
+ bool mFloat32TextureSupport;
+ bool mFloat32FilterSupport;
+ bool mFloat32RenderSupport;
+
+ bool mFloat16TextureSupport;
+ bool mFloat16FilterSupport;
+ bool mFloat16RenderSupport;
+
+ bool mDXT1TextureSupport;
+ bool mDXT3TextureSupport;
+ bool mDXT5TextureSupport;
+
+ bool mLuminanceTextureSupport;
+ bool mLuminanceAlphaTextureSupport;
+
+ std::map<D3DFORMAT, bool *> mMultiSampleSupport;
+ GLsizei mMaxSupportedSamples;
+
+ // current render target states
+ unsigned int mAppliedRenderTargetSerial;
+ unsigned int mAppliedDepthbufferSerial;
+ unsigned int mAppliedStencilbufferSerial;
+ bool mDepthStencilInitialized;
+ bool mRenderTargetDescInitialized;
+ rx::RenderTarget::Desc mRenderTargetDesc;
+ unsigned int mCurStencilSize;
+ unsigned int mCurDepthSize;
+
+ IDirect3DStateBlock9 *mMaskedClearSavedState;
+
+ // previously set render states
+ bool mForceSetDepthStencilState;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+ bool mCurFrontFaceCCW;
+
+ bool mForceSetRasterState;
+ gl::RasterizerState mCurRasterState;
+
+ bool mForceSetScissor;
+ gl::Rectangle mCurScissor;
+ bool mScissorEnabled;
+
+ bool mForceSetViewport;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+ float mCurDepthFront;
+
+ bool mForceSetBlendState;
+ gl::BlendState mCurBlendState;
+ gl::Color mCurBlendColor;
+ GLuint mCurSampleMask;
+
+ // Currently applied sampler states
+ bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+
+ bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+ gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ // Currently applied textures
+ unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
+
+ unsigned int mAppliedIBSerial;
+ unsigned int mAppliedProgramBinarySerial;
+
+ rx::dx_VertexConstants mVertexConstants;
+ rx::dx_PixelConstants mPixelConstants;
+ bool mDxUniformsDirty;
+
+ // A pool of event queries that are currently unused.
+ std::vector<IDirect3DQuery9*> mEventQueryPool;
+ VertexShaderCache mVertexShaderCache;
+ PixelShaderCache mPixelShaderCache;
+
+ VertexDataManager *mVertexDataManager;
+ VertexDeclarationCache mVertexDeclarationCache;
+
+ IndexDataManager *mIndexDataManager;
+ StreamingIndexBufferInterface *mLineLoopIB;
+
+ enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
+ struct NullColorbufferCacheEntry
+ {
+ UINT lruCount;
+ int width;
+ int height;
+ gl::Renderbuffer *buffer;
+ } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
+ UINT mMaxNullColorbufferLRU;
+
+};
+
+}
+#endif // LIBGLESV2_RENDERER_RENDERER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp
new file mode 100644
index 0000000000..5decf9664d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.cpp
@@ -0,0 +1,60 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 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.
+//
+
+// ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader
+// executable implementation details.
+
+#include "libGLESv2/renderer/d3d9/ShaderExecutable9.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable)
+ : ShaderExecutable(function, length)
+{
+ mPixelExecutable = executable;
+ mVertexExecutable = NULL;
+}
+
+ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable)
+ : ShaderExecutable(function, length)
+{
+ mVertexExecutable = executable;
+ mPixelExecutable = NULL;
+}
+
+ShaderExecutable9::~ShaderExecutable9()
+{
+ if (mVertexExecutable)
+ {
+ mVertexExecutable->Release();
+ }
+ if (mPixelExecutable)
+ {
+ mPixelExecutable->Release();
+ }
+}
+
+ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutable *executable)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable9*, executable));
+ return static_cast<ShaderExecutable9*>(executable);
+}
+
+IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader() const
+{
+ return mVertexExecutable;
+}
+
+IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader() const
+{
+ return mPixelExecutable;
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h
new file mode 100644
index 0000000000..fa1e6c2844
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/ShaderExecutable9.h
@@ -0,0 +1,39 @@
+//
+// Copyright (c) 2012-2013 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.
+//
+
+// ShaderExecutable9.h: Defines a D3D9-specific class to contain shader
+// executable implementation details.
+
+#ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
+#define LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
+
+#include "libGLESv2/renderer/ShaderExecutable.h"
+
+namespace rx
+{
+
+class ShaderExecutable9 : public ShaderExecutable
+{
+ public:
+ ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable);
+ ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable);
+ virtual ~ShaderExecutable9();
+
+ static ShaderExecutable9 *makeShaderExecutable9(ShaderExecutable *executable);
+
+ IDirect3DPixelShader9 *getPixelShader() const;
+ IDirect3DVertexShader9 *getVertexShader() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(ShaderExecutable9);
+
+ IDirect3DPixelShader9 *mPixelExecutable;
+ IDirect3DVertexShader9 *mVertexExecutable;
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_ \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.cpp
new file mode 100644
index 0000000000..dd8895d18d
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.cpp
@@ -0,0 +1,445 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012-2013 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.
+//
+
+// SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain.
+
+#include "libGLESv2/renderer/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+namespace rx
+{
+
+SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat)
+ : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat)
+{
+ mSwapChain = NULL;
+ mBackBuffer = NULL;
+ mDepthStencil = NULL;
+ mRenderTarget = NULL;
+ mOffscreenTexture = NULL;
+ mWidth = -1;
+ mHeight = -1;
+ mSwapInterval = -1;
+}
+
+SwapChain9::~SwapChain9()
+{
+ release();
+}
+
+void SwapChain9::release()
+{
+ if (mSwapChain)
+ {
+ mSwapChain->Release();
+ mSwapChain = NULL;
+ }
+
+ if (mBackBuffer)
+ {
+ mBackBuffer->Release();
+ mBackBuffer = NULL;
+ }
+
+ if (mDepthStencil)
+ {
+ mDepthStencil->Release();
+ mDepthStencil = NULL;
+ }
+
+ if (mRenderTarget)
+ {
+ mRenderTarget->Release();
+ mRenderTarget = NULL;
+ }
+
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->Release();
+ mOffscreenTexture = NULL;
+ }
+
+ if (mWindow)
+ mShareHandle = NULL;
+}
+
+static DWORD convertInterval(EGLint interval)
+{
+#if ANGLE_FORCE_VSYNC_OFF
+ return D3DPRESENT_INTERVAL_IMMEDIATE;
+#else
+ switch(interval)
+ {
+ case 0: return D3DPRESENT_INTERVAL_IMMEDIATE;
+ case 1: return D3DPRESENT_INTERVAL_ONE;
+ case 2: return D3DPRESENT_INTERVAL_TWO;
+ case 3: return D3DPRESENT_INTERVAL_THREE;
+ case 4: return D3DPRESENT_INTERVAL_FOUR;
+ default: UNREACHABLE();
+ }
+
+ return D3DPRESENT_INTERVAL_DEFAULT;
+#endif
+}
+
+EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight)
+{
+ // D3D9 does not support resizing swap chains without recreating them
+ return reset(backbufferWidth, backbufferHeight, mSwapInterval);
+}
+
+EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval)
+{
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ if (device == NULL)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Evict all non-render target textures to system memory and release all resources
+ // before reallocating them to free up as much video memory as possible.
+ device->EvictManagedResources();
+
+ HRESULT result;
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ if (mSwapChain)
+ {
+ mSwapChain->Release();
+ mSwapChain = NULL;
+ }
+
+ if (mBackBuffer)
+ {
+ mBackBuffer->Release();
+ mBackBuffer = NULL;
+ }
+
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->Release();
+ mOffscreenTexture = NULL;
+ }
+
+ if (mDepthStencil)
+ {
+ mDepthStencil->Release();
+ mDepthStencil = NULL;
+ }
+
+ HANDLE *pShareHandle = NULL;
+ if (!mWindow && mRenderer->getShareHandleSupport())
+ {
+ pShareHandle = &mShareHandle;
+ }
+
+ result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
+ gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
+ &mOffscreenTexture, pShareHandle);
+ if (FAILED(result))
+ {
+ ERR("Could not create offscreen texture: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ IDirect3DSurface9 *oldRenderTarget = mRenderTarget;
+
+ result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget);
+ ASSERT(SUCCEEDED(result));
+
+ if (oldRenderTarget)
+ {
+ RECT rect =
+ {
+ 0, 0,
+ mWidth, mHeight
+ };
+
+ if (rect.right > static_cast<LONG>(backbufferWidth))
+ {
+ rect.right = backbufferWidth;
+ }
+
+ if (rect.bottom > static_cast<LONG>(backbufferHeight))
+ {
+ rect.bottom = backbufferHeight;
+ }
+
+ mRenderer->endScene();
+
+ result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE);
+ ASSERT(SUCCEEDED(result));
+
+ oldRenderTarget->Release();
+ }
+
+ if (mWindow)
+ {
+ D3DPRESENT_PARAMETERS presentParameters = {0};
+ presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat);
+ presentParameters.BackBufferCount = 1;
+ presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat);
+ presentParameters.EnableAutoDepthStencil = FALSE;
+ presentParameters.Flags = 0;
+ presentParameters.hDeviceWindow = mWindow;
+ presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented
+ presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented
+ presentParameters.PresentationInterval = convertInterval(swapInterval);
+ presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ presentParameters.Windowed = TRUE;
+ presentParameters.BackBufferWidth = backbufferWidth;
+ presentParameters.BackBufferHeight = backbufferHeight;
+
+ // http://crbug.com/140239
+ // http://crbug.com/143434
+ //
+ // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width
+ // when using the integrated Intel. This rounds the width up rather than down.
+ //
+ // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID
+ // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur.
+ if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL)
+ {
+ presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64;
+ }
+
+ result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST);
+
+ ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+ InvalidateRect(mWindow, NULL, FALSE);
+ }
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
+ gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat),
+ D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL);
+
+ ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
+ release();
+
+ if (d3d9::isDeviceLostError(result))
+ {
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+ mSwapInterval = swapInterval;
+
+ return EGL_SUCCESS;
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+
+ // Disable all pipeline operations
+ device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
+ device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
+ device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
+ device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
+ device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ device->SetPixelShader(NULL);
+ device->SetVertexShader(NULL);
+
+ device->SetRenderTarget(0, mBackBuffer);
+ device->SetDepthStencilSurface(NULL);
+
+ device->SetTexture(0, mOffscreenTexture);
+ device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
+ device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
+ device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
+
+ for (UINT streamIndex = 0; streamIndex < gl::MAX_VERTEX_ATTRIBS; streamIndex++)
+ {
+ device->SetStreamSourceFreq(streamIndex, 1);
+ }
+
+ D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f};
+ device->SetViewport(&viewport);
+
+ float x1 = x - 0.5f;
+ float y1 = (mHeight - y - height) - 0.5f;
+ float x2 = (x + width) - 0.5f;
+ float y2 = (mHeight - y) - 0.5f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2},
+ {x2, y1, 0.0f, 1.0f, u2, v2},
+ {x2, y2, 0.0f, 1.0f, u2, v1},
+ {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v
+
+ mRenderer->startScene();
+ device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float));
+ mRenderer->endScene();
+
+ device->SetTexture(0, NULL);
+
+ RECT rect =
+ {
+ x, mHeight - y - height,
+ x + width, mHeight - y
+ };
+
+ HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0);
+
+ mRenderer->markAllStateDirty();
+
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ // http://crbug.com/313210
+ // If our swap failed, trigger a device lost event. Resetting will work around an AMD-specific
+ // device removed bug with lost contexts when reinstalling drivers.
+ if (FAILED(result))
+ {
+ mRenderer->notifyDeviceLost();
+ return EGL_CONTEXT_LOST;
+ }
+
+ return EGL_SUCCESS;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *SwapChain9::getRenderTarget()
+{
+ if (mRenderTarget)
+ {
+ mRenderTarget->AddRef();
+ }
+
+ return mRenderTarget;
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *SwapChain9::getDepthStencil()
+{
+ if (mDepthStencil)
+ {
+ mDepthStencil->AddRef();
+ }
+
+ return mDepthStencil;
+}
+
+// Increments refcount on texture.
+// caller must Release() the returned texture
+IDirect3DTexture9 *SwapChain9::getOffscreenTexture()
+{
+ if (mOffscreenTexture)
+ {
+ mOffscreenTexture->AddRef();
+ }
+
+ return mOffscreenTexture;
+}
+
+SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain));
+ return static_cast<rx::SwapChain9*>(swapChain);
+}
+
+void SwapChain9::recreate()
+{
+ if (!mSwapChain)
+ {
+ return;
+ }
+
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ if (device == NULL)
+ {
+ return;
+ }
+
+ D3DPRESENT_PARAMETERS presentParameters;
+ HRESULT result = mSwapChain->GetPresentParameters(&presentParameters);
+ ASSERT(SUCCEEDED(result));
+
+ IDirect3DSwapChain9* newSwapChain = NULL;
+ result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain);
+ if (FAILED(result))
+ {
+ return;
+ }
+
+ mSwapChain->Release();
+ mSwapChain = newSwapChain;
+
+ mBackBuffer->Release();
+ result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer);
+ ASSERT(SUCCEEDED(result));
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.h
new file mode 100644
index 0000000000..16a62bd86f
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/SwapChain9.h
@@ -0,0 +1,55 @@
+//
+// Copyright (c) 2012 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.
+//
+
+// SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain.
+
+#ifndef LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+#define LIBGLESV2_RENDERER_SWAPCHAIN9_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/renderer/SwapChain.h"
+
+namespace rx
+{
+class Renderer9;
+
+class SwapChain9 : public SwapChain
+{
+ public:
+ SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle,
+ GLenum backBufferFormat, GLenum depthBufferFormat);
+ virtual ~SwapChain9();
+
+ EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight);
+ virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval);
+ virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height);
+ virtual void recreate();
+
+ virtual IDirect3DSurface9 *getRenderTarget();
+ virtual IDirect3DSurface9 *getDepthStencil();
+ virtual IDirect3DTexture9 *getOffscreenTexture();
+
+ static SwapChain9 *makeSwapChain9(SwapChain *swapChain);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SwapChain9);
+
+ void release();
+
+ Renderer9 *mRenderer;
+ EGLint mHeight;
+ EGLint mWidth;
+ EGLint mSwapInterval;
+
+ IDirect3DSwapChain9 *mSwapChain;
+ IDirect3DSurface9 *mBackBuffer;
+ IDirect3DSurface9 *mRenderTarget;
+ IDirect3DSurface9 *mDepthStencil;
+ IDirect3DTexture9* mOffscreenTexture;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_SWAPCHAIN9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp
new file mode 100644
index 0000000000..2486a9a5bf
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.cpp
@@ -0,0 +1,328 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 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.
+//
+
+// TextureStorage9.cpp: Implements the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+#include "libGLESv2/renderer/d3d9/TextureStorage9.h"
+#include "libGLESv2/renderer/d3d9/SwapChain9.h"
+#include "libGLESv2/renderer/d3d9/RenderTarget9.h"
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/Texture.h"
+
+namespace rx
+{
+TextureStorage9::TextureStorage9(Renderer *renderer, DWORD usage)
+ : mLodOffset(0),
+ mRenderer(Renderer9::makeRenderer9(renderer)),
+ mD3DUsage(usage),
+ mD3DPool(mRenderer->getTexturePool(usage))
+{
+}
+
+TextureStorage9::~TextureStorage9()
+{
+}
+
+TextureStorage9 *TextureStorage9::makeTextureStorage9(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9*, storage));
+ return static_cast<TextureStorage9*>(storage);
+}
+
+DWORD TextureStorage9::GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable)
+{
+ DWORD d3dusage = 0;
+
+ if (d3dfmt == D3DFMT_INTZ)
+ {
+ d3dusage |= D3DUSAGE_DEPTHSTENCIL;
+ }
+ else if(forceRenderable || (TextureStorage9::IsTextureFormatRenderable(d3dfmt) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
+ {
+ d3dusage |= D3DUSAGE_RENDERTARGET;
+ }
+ return d3dusage;
+}
+
+bool TextureStorage9::IsTextureFormatRenderable(D3DFORMAT format)
+{
+ if (format == D3DFMT_INTZ)
+ {
+ return true;
+ }
+ switch(format)
+ {
+ case D3DFMT_L8:
+ case D3DFMT_A8L8:
+ case D3DFMT_DXT1:
+ case D3DFMT_DXT3:
+ case D3DFMT_DXT5:
+ return false;
+ case D3DFMT_A8R8G8B8:
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A16B16G16R16F:
+ case D3DFMT_A32B32G32R32F:
+ return true;
+ default:
+ UNREACHABLE();
+ }
+
+ return false;
+}
+
+bool TextureStorage9::isRenderTarget() const
+{
+ return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
+}
+
+bool TextureStorage9::isManaged() const
+{
+ return (mD3DPool == D3DPOOL_MANAGED);
+}
+
+D3DPOOL TextureStorage9::getPool() const
+{
+ return mD3DPool;
+}
+
+DWORD TextureStorage9::getUsage() const
+{
+ return mD3DUsage;
+}
+
+int TextureStorage9::getLodOffset() const
+{
+ return mLodOffset;
+}
+
+int TextureStorage9::levelCount()
+{
+ return getBaseTexture() ? getBaseTexture()->GetLevelCount() - getLodOffset() : 0;
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain) : TextureStorage9(renderer, D3DUSAGE_RENDERTARGET)
+{
+ IDirect3DTexture9 *surfaceTexture = swapchain->getOffscreenTexture();
+ mTexture = surfaceTexture;
+ mRenderTarget = NULL;
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
+ : TextureStorage9(renderer, GetTextureUsage(Renderer9::makeRenderer9(renderer)->ConvertTextureInternalFormat(internalformat), usage, forceRenderable))
+{
+ mTexture = NULL;
+ mRenderTarget = NULL;
+ // if the width or height is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (width > 0 && height > 0)
+ {
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
+ HRESULT result = device->CreateTexture(width, height, levels ? levels + mLodOffset : 0, getUsage(),
+ mRenderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_2D::~TextureStorage9_2D()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ }
+
+ delete mRenderTarget;
+}
+
+TextureStorage9_2D *TextureStorage9_2D::makeTextureStorage9_2D(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_2D*, storage));
+ return static_cast<TextureStorage9_2D*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *TextureStorage9_2D::getSurfaceLevel(int level, bool dirty)
+{
+ IDirect3DSurface9 *surface = NULL;
+
+ if (mTexture)
+ {
+ HRESULT result = mTexture->GetSurfaceLevel(level + mLodOffset, &surface);
+ ASSERT(SUCCEEDED(result));
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level + mLodOffset != 0 && isManaged() && dirty)
+ {
+ mTexture->AddDirtyRect(NULL);
+ }
+ }
+
+ return surface;
+}
+
+RenderTarget *TextureStorage9_2D::getRenderTarget()
+{
+ return mRenderTarget;
+}
+
+void TextureStorage9_2D::generateMipmap(int level)
+{
+ IDirect3DSurface9 *upper = getSurfaceLevel(level - 1, false);
+ IDirect3DSurface9 *lower = getSurfaceLevel(level, true);
+
+ if (upper != NULL && lower != NULL)
+ {
+ mRenderer->boxFilter(upper, lower);
+ }
+
+ if (upper != NULL) upper->Release();
+ if (lower != NULL) lower->Release();
+}
+
+IDirect3DBaseTexture9 *TextureStorage9_2D::getBaseTexture() const
+{
+ return mTexture;
+}
+
+void TextureStorage9_2D::initializeRenderTarget()
+{
+ ASSERT(mRenderTarget == NULL);
+
+ if (mTexture != NULL && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = getSurfaceLevel(0, false);
+
+ mRenderTarget = new RenderTarget9(mRenderer, surface);
+ }
+}
+
+TextureStorage9_Cube::TextureStorage9_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
+ : TextureStorage9(renderer, GetTextureUsage(Renderer9::makeRenderer9(renderer)->ConvertTextureInternalFormat(internalformat), usage, forceRenderable))
+{
+ mTexture = NULL;
+ for (int i = 0; i < 6; ++i)
+ {
+ mRenderTarget[i] = NULL;
+ }
+
+ // if the size is not positive this should be treated as an incomplete texture
+ // we handle that here by skipping the d3d texture creation
+ if (size > 0)
+ {
+ IDirect3DDevice9 *device = mRenderer->getDevice();
+ int height = size;
+ gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
+ HRESULT result = device->CreateCubeTexture(size, levels ? levels + mLodOffset : 0, getUsage(),
+ mRenderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL);
+
+ if (FAILED(result))
+ {
+ ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
+ gl::error(GL_OUT_OF_MEMORY);
+ }
+ }
+
+ initializeRenderTarget();
+}
+
+TextureStorage9_Cube::~TextureStorage9_Cube()
+{
+ if (mTexture)
+ {
+ mTexture->Release();
+ }
+
+ for (int i = 0; i < 6; ++i)
+ {
+ delete mRenderTarget[i];
+ }
+}
+
+TextureStorage9_Cube *TextureStorage9_Cube::makeTextureStorage9_Cube(TextureStorage *storage)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_Cube*, storage));
+ return static_cast<TextureStorage9_Cube*>(storage);
+}
+
+// Increments refcount on surface.
+// caller must Release() the returned surface
+IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, int level, bool dirty)
+{
+ IDirect3DSurface9 *surface = NULL;
+
+ if (mTexture)
+ {
+ D3DCUBEMAP_FACES face = gl_d3d9::ConvertCubeFace(faceTarget);
+ HRESULT result = mTexture->GetCubeMapSurface(face, level + mLodOffset, &surface);
+ ASSERT(SUCCEEDED(result));
+
+ // With managed textures the driver needs to be informed of updates to the lower mipmap levels
+ if (level != 0 && isManaged() && dirty)
+ {
+ mTexture->AddDirtyRect(face, NULL);
+ }
+ }
+
+ return surface;
+}
+
+RenderTarget *TextureStorage9_Cube::getRenderTarget(GLenum faceTarget)
+{
+ return mRenderTarget[gl::TextureCubeMap::faceIndex(faceTarget)];
+}
+
+void TextureStorage9_Cube::generateMipmap(int face, int level)
+{
+ IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1, false);
+ IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true);
+
+ if (upper != NULL && lower != NULL)
+ {
+ mRenderer->boxFilter(upper, lower);
+ }
+
+ if (upper != NULL) upper->Release();
+ if (lower != NULL) lower->Release();
+}
+
+IDirect3DBaseTexture9 *TextureStorage9_Cube::getBaseTexture() const
+{
+ return mTexture;
+}
+
+void TextureStorage9_Cube::initializeRenderTarget()
+{
+ if (mTexture != NULL && isRenderTarget())
+ {
+ IDirect3DSurface9 *surface = NULL;
+
+ for (int i = 0; i < 6; ++i)
+ {
+ ASSERT(mRenderTarget[i] == NULL);
+
+ surface = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, false);
+
+ mRenderTarget[i] = new RenderTarget9(mRenderer, surface);
+ }
+ }
+}
+
+} \ No newline at end of file
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.h
new file mode 100644
index 0000000000..86f551a131
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/TextureStorage9.h
@@ -0,0 +1,109 @@
+//
+// Copyright (c) 2012 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.
+//
+
+// TextureStorage9.h: Defines the abstract rx::TextureStorage9 class and its concrete derived
+// classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the
+// D3D9 texture.
+
+#ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+#define LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+
+#include "libGLESv2/renderer/TextureStorage.h"
+#include "common/debug.h"
+
+namespace rx
+{
+class Renderer9;
+class SwapChain9;
+class RenderTarget;
+class RenderTarget9;
+class Blit;
+
+class TextureStorage9 : public TextureStorage
+{
+ public:
+ TextureStorage9(Renderer *renderer, DWORD usage);
+ virtual ~TextureStorage9();
+
+ static TextureStorage9 *makeTextureStorage9(TextureStorage *storage);
+
+ static DWORD GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable);
+ static bool IsTextureFormatRenderable(D3DFORMAT format);
+
+ D3DPOOL getPool() const;
+ DWORD getUsage() const;
+
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const = 0;
+ virtual RenderTarget *getRenderTarget() { return NULL; }
+ virtual RenderTarget *getRenderTarget(GLenum faceTarget) { return NULL; }
+ virtual void generateMipmap(int level) {};
+ virtual void generateMipmap(int face, int level) {};
+
+ virtual int getLodOffset() const;
+ virtual bool isRenderTarget() const;
+ virtual bool isManaged() const;
+ virtual int levelCount();
+
+ protected:
+ int mLodOffset;
+ Renderer9 *mRenderer;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9);
+
+ const DWORD mD3DUsage;
+ const D3DPOOL mD3DPool;
+};
+
+class TextureStorage9_2D : public TextureStorage9
+{
+ public:
+ TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain);
+ TextureStorage9_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
+ virtual ~TextureStorage9_2D();
+
+ static TextureStorage9_2D *makeTextureStorage9_2D(TextureStorage *storage);
+
+ IDirect3DSurface9 *getSurfaceLevel(int level, bool dirty);
+ virtual RenderTarget *getRenderTarget();
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const;
+ virtual void generateMipmap(int level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9_2D);
+
+ void initializeRenderTarget();
+
+ IDirect3DTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget;
+};
+
+class TextureStorage9_Cube : public TextureStorage9
+{
+ public:
+ TextureStorage9_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
+ virtual ~TextureStorage9_Cube();
+
+ static TextureStorage9_Cube *makeTextureStorage9_Cube(TextureStorage *storage);
+
+ IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level, bool dirty);
+ virtual RenderTarget *getRenderTarget(GLenum faceTarget);
+ virtual IDirect3DBaseTexture9 *getBaseTexture() const;
+ virtual void generateMipmap(int face, int level);
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(TextureStorage9_Cube);
+
+ void initializeRenderTarget();
+
+ IDirect3DCubeTexture9 *mTexture;
+ RenderTarget9 *mRenderTarget[6];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
+
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp
new file mode 100644
index 0000000000..57f5bcd256
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.cpp
@@ -0,0 +1,530 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.
+
+#include "libGLESv2/renderer/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/d3d9/vertexconversion.h"
+#include "libGLESv2/renderer/BufferStorage.h"
+#include "libGLESv2/Context.h"
+#include "libGLESv2/renderer/d3d9/Renderer9.h"
+
+#include "libGLESv2/Buffer.h"
+
+namespace rx
+{
+
+bool VertexBuffer9::mTranslationsInitialized = false;
+VertexBuffer9::FormatConverter VertexBuffer9::mFormatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
+
+VertexBuffer9::VertexBuffer9(rx::Renderer9 *const renderer) : mRenderer(renderer)
+{
+ mVertexBuffer = NULL;
+ mBufferSize = 0;
+ mDynamicUsage = false;
+
+ if (!mTranslationsInitialized)
+ {
+ initializeTranslations(renderer->getCapsDeclTypes());
+ mTranslationsInitialized = true;
+ }
+}
+
+VertexBuffer9::~VertexBuffer9()
+{
+ if (mVertexBuffer)
+ {
+ mVertexBuffer->Release();
+ mVertexBuffer = NULL;
+ }
+}
+
+bool VertexBuffer9::initialize(unsigned int size, bool dynamicUsage)
+{
+ if (mVertexBuffer)
+ {
+ mVertexBuffer->Release();
+ mVertexBuffer = NULL;
+ }
+
+ updateSerial();
+
+ if (size > 0)
+ {
+ DWORD flags = D3DUSAGE_WRITEONLY;
+ if (dynamicUsage)
+ {
+ flags |= D3DUSAGE_DYNAMIC;
+ }
+
+ HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
+
+ if (FAILED(result))
+ {
+ ERR("Out of memory allocating a vertex buffer of size %lu.", size);
+ return false;
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+ return true;
+}
+
+VertexBuffer9 *VertexBuffer9::makeVertexBuffer9(VertexBuffer *vertexBuffer)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer9*, vertexBuffer));
+ return static_cast<VertexBuffer9*>(vertexBuffer);
+}
+
+bool VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count,
+ GLsizei instances, unsigned int offset)
+{
+ if (mVertexBuffer)
+ {
+ gl::Buffer *buffer = attrib.mBoundBuffer.get();
+
+ int inputStride = attrib.stride();
+ int elementSize = attrib.typeSize();
+ const FormatConverter &converter = formatConverter(attrib);
+
+ DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+
+ unsigned int mapSize;
+ if (!spaceRequired(attrib, count, instances, &mapSize))
+ {
+ return false;
+ }
+
+ HRESULT result = mVertexBuffer->Lock(offset, mapSize, &mapPtr, lockFlags);
+
+ if (FAILED(result))
+ {
+ ERR("Lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ const char *input = NULL;
+ if (buffer)
+ {
+ BufferStorage *storage = buffer->getStorage();
+ input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.mOffset);
+ }
+ else
+ {
+ input = static_cast<const char*>(attrib.mPointer);
+ }
+
+ if (instances == 0 || attrib.mDivisor == 0)
+ {
+ input += inputStride * start;
+ }
+
+ if (converter.identity && inputStride == elementSize)
+ {
+ memcpy(mapPtr, input, count * inputStride);
+ }
+ else
+ {
+ converter.convertArray(input, inputStride, count, mapPtr);
+ }
+
+ mVertexBuffer->Unlock();
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+bool VertexBuffer9::storeRawData(const void* data, unsigned int size, unsigned int offset)
+{
+ if (mVertexBuffer)
+ {
+ DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
+
+ void *mapPtr = NULL;
+ HRESULT result = mVertexBuffer->Lock(offset, size, &mapPtr, lockFlags);
+
+ if (FAILED(result))
+ {
+ ERR("Lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ memcpy(mapPtr, data, size);
+
+ mVertexBuffer->Unlock();
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+bool VertexBuffer9::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances,
+ unsigned int *outSpaceRequired) const
+{
+ return spaceRequired(attrib, count, instances, outSpaceRequired);
+}
+
+bool VertexBuffer9::requiresConversion(const gl::VertexAttribute &attrib) const
+{
+ return !formatConverter(attrib).identity;
+}
+
+unsigned int VertexBuffer9::getVertexSize(const gl::VertexAttribute &attrib) const
+{
+ unsigned int spaceRequired;
+ return getSpaceRequired(attrib, 1, 0, &spaceRequired) ? spaceRequired : 0;
+}
+
+D3DDECLTYPE VertexBuffer9::getDeclType(const gl::VertexAttribute &attrib) const
+{
+ return formatConverter(attrib).d3dDeclType;
+}
+
+unsigned int VertexBuffer9::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+bool VertexBuffer9::setBufferSize(unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(size, mDynamicUsage);
+ }
+ else
+ {
+ return true;
+ }
+}
+
+bool VertexBuffer9::discard()
+{
+ if (mVertexBuffer)
+ {
+ void *dummy;
+ HRESULT result;
+
+ result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ if (FAILED(result))
+ {
+ ERR("Discard lock failed with error 0x%08x", result);
+ return false;
+ }
+
+ result = mVertexBuffer->Unlock();
+ if (FAILED(result))
+ {
+ ERR("Discard unlock failed with error 0x%08x", result);
+ return false;
+ }
+
+ return true;
+ }
+ else
+ {
+ ERR("Vertex buffer not initialized.");
+ return false;
+ }
+}
+
+IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const
+{
+ return mVertexBuffer;
+}
+
+// Mapping from OpenGL-ES vertex attrib type to D3D decl type:
+//
+// BYTE SHORT (Cast)
+// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm)
+// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast)
+// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize)
+// SHORT SHORT (Identity)
+// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize)
+// UNSIGNED_SHORT FLOAT (Cast)
+// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize)
+// FIXED (not in WebGL) FLOAT (FixedToFloat)
+// FLOAT FLOAT (Identity)
+
+// GLToCType maps from GL type (as GLenum) to the C typedef.
+template <GLenum GLType> struct GLToCType { };
+
+template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; };
+template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; };
+template <> struct GLToCType<GL_SHORT> { typedef GLshort type; };
+template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; };
+template <> struct GLToCType<GL_FIXED> { typedef GLuint type; };
+template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; };
+
+// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.)
+enum D3DVertexType
+{
+ D3DVT_FLOAT,
+ D3DVT_SHORT,
+ D3DVT_SHORT_NORM,
+ D3DVT_UBYTE,
+ D3DVT_UBYTE_NORM,
+ D3DVT_USHORT_NORM
+};
+
+// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
+template <unsigned int D3DType> struct D3DToCType { };
+
+template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; };
+template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; };
+template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; };
+template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; };
+template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; };
+
+// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size.
+template <unsigned int type, int size> struct WidenRule { };
+
+template <int size> struct WidenRule<D3DVT_FLOAT, size> : NoWiden<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : WidenToEven<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : WidenToFour<size> { };
+template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : WidenToEven<size> { };
+
+// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
+template <unsigned int d3dtype, int size> struct VertexTypeFlags { };
+
+template <unsigned int _capflag, unsigned int _declflag>
+struct VertexTypeFlagsHelper
+{
+ enum { capflag = _capflag };
+ enum { declflag = _declflag };
+};
+
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { };
+template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { };
+template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { };
+template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { };
+
+
+// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
+template <GLenum GLtype, bool normalized> struct VertexTypeMapping { };
+
+template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred>
+struct VertexTypeMappingBase
+{
+ enum { preferred = Preferred };
+ enum { fallback = Fallback };
+};
+
+template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast
+template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize
+template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity
+template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast
+template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize
+template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat
+template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity
+
+
+// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat).
+// The conversion rules themselves are defined in vertexconversion.h.
+
+// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping).
+template <GLenum fromType, bool normalized, unsigned int toType>
+struct ConversionRule : Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { };
+
+// All conversions from normalized types to float use the Normalize operator.
+template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : Normalize<typename GLToCType<fromType>::type> { };
+
+// Use a full specialization for this so that it preferentially matches ahead of the generic normalize-to-float rules.
+template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { };
+
+// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1)
+// whether it is normalized or not.
+template <class T, bool normalized> struct DefaultVertexValuesStage2 { };
+
+template <class T> struct DefaultVertexValuesStage2<T, true> : NormalizedDefaultValues<T> { };
+template <class T> struct DefaultVertexValuesStage2<T, false> : SimpleDefaultValues<T> { };
+
+// Work out the default value rule for a D3D type (expressed as the C type) and
+template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { };
+template <bool normalized> struct DefaultVertexValues<float, normalized> : SimpleDefaultValues<float> { };
+
+// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion.
+// The fallback conversion produces an output that all D3D9 devices must support.
+template <class T> struct UsePreferred { enum { type = T::preferred }; };
+template <class T> struct UseFallback { enum { type = T::fallback }; };
+
+// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion,
+// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag
+// and the D3DDECLTYPE member needed for the vertex declaration in declflag.
+template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule>
+struct Converter
+ : VertexDataConverter<typename GLToCType<fromType>::type,
+ WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>,
+ ConversionRule<fromType,
+ normalized,
+ PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>,
+ DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > >
+{
+private:
+ enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type };
+ enum { d3dsize = WidenRule<d3dtype, size>::finalWidth };
+
+public:
+ enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag };
+ enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag };
+};
+
+// Initialize a TranslationInfo
+#define TRANSLATION(type, norm, size, preferred) \
+ { \
+ Converter<type, norm, size, preferred>::identity, \
+ Converter<type, norm, size, preferred>::finalSize, \
+ Converter<type, norm, size, preferred>::convertArray, \
+ static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \
+ }
+
+#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \
+ { \
+ Converter<type, norm, size, UsePreferred>::capflag, \
+ TRANSLATION(type, norm, size, UsePreferred), \
+ TRANSLATION(type, norm, size, UseFallback) \
+ }
+
+#define TRANSLATIONS_FOR_TYPE(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \
+ }
+
+#define TRANSLATIONS_FOR_TYPE_NO_NORM(type) \
+ { \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \
+ }
+
+const VertexBuffer9::TranslationDescription VertexBuffer9::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1]
+{
+ TRANSLATIONS_FOR_TYPE(GL_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE),
+ TRANSLATIONS_FOR_TYPE(GL_SHORT),
+ TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED),
+ TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT)
+};
+
+void VertexBuffer9::initializeTranslations(DWORD declTypes)
+{
+ for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++)
+ {
+ for (unsigned int j = 0; j < 2; j++)
+ {
+ for (unsigned int k = 0; k < 4; k++)
+ {
+ if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0)
+ {
+ mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion;
+ }
+ else
+ {
+ mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion;
+ }
+ }
+ }
+ }
+}
+
+unsigned int VertexBuffer9::typeIndex(GLenum type)
+{
+ switch (type)
+ {
+ case GL_BYTE: return 0;
+ case GL_UNSIGNED_BYTE: return 1;
+ case GL_SHORT: return 2;
+ case GL_UNSIGNED_SHORT: return 3;
+ case GL_FIXED: return 4;
+ case GL_FLOAT: return 5;
+
+ default: UNREACHABLE(); return 5;
+ }
+}
+
+const VertexBuffer9::FormatConverter &VertexBuffer9::formatConverter(const gl::VertexAttribute &attribute)
+{
+ return mFormatConverters[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1];
+}
+
+bool VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired)
+{
+ unsigned int elementSize = formatConverter(attrib).outputElementSize;
+
+ if (attrib.mArrayEnabled)
+ {
+ unsigned int elementCount = 0;
+ if (instances == 0 || attrib.mDivisor == 0)
+ {
+ elementCount = count;
+ }
+ else
+ {
+ if (static_cast<unsigned int>(instances) < std::numeric_limits<unsigned int>::max() - (attrib.mDivisor - 1))
+ {
+ // Round up
+ elementCount = (static_cast<unsigned int>(instances) + (attrib.mDivisor - 1)) / attrib.mDivisor;
+ }
+ else
+ {
+ elementCount = static_cast<unsigned int>(instances) / attrib.mDivisor;
+ }
+ }
+
+ if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
+ {
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * elementCount;
+ }
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+ }
+ else
+ {
+ const unsigned int elementSize = 4;
+ if (outSpaceRequired)
+ {
+ *outSpaceRequired = elementSize * 4;
+ }
+ return true;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.h
new file mode 100644
index 0000000000..2f88117bda
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexBuffer9.h
@@ -0,0 +1,91 @@
+//
+// Copyright (c) 2002-2012 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.
+//
+
+// VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
+#define LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
+
+#include "libGLESv2/renderer/VertexBuffer.h"
+
+namespace rx
+{
+class Renderer9;
+
+class VertexBuffer9 : public VertexBuffer
+{
+ public:
+ explicit VertexBuffer9(rx::Renderer9 *const renderer);
+ virtual ~VertexBuffer9();
+
+ virtual bool initialize(unsigned int size, bool dynamicUsage);
+
+ static VertexBuffer9 *makeVertexBuffer9(VertexBuffer *vertexBuffer);
+
+ virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances,
+ unsigned int offset);
+ virtual bool storeRawData(const void* data, unsigned int size, unsigned int offset);
+
+ virtual bool getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances, unsigned int *outSpaceRequired) const;
+
+ virtual bool requiresConversion(const gl::VertexAttribute &attrib) const;
+
+ unsigned int getVertexSize(const gl::VertexAttribute &attrib) const;
+ D3DDECLTYPE getDeclType(const gl::VertexAttribute &attrib) const;
+
+ virtual unsigned int getBufferSize() const;
+ virtual bool setBufferSize(unsigned int size);
+ virtual bool discard();
+
+ IDirect3DVertexBuffer9 *getBuffer() const;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(VertexBuffer9);
+
+ rx::Renderer9 *const mRenderer;
+
+ IDirect3DVertexBuffer9 *mVertexBuffer;
+ unsigned int mBufferSize;
+ bool mDynamicUsage;
+
+ // Attribute format conversion
+ enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 };
+
+ struct FormatConverter
+ {
+ bool identity;
+ std::size_t outputElementSize;
+ void (*convertArray)(const void *in, std::size_t stride, std::size_t n, void *out);
+ D3DDECLTYPE d3dDeclType;
+ };
+
+ static bool mTranslationsInitialized;
+ static void initializeTranslations(DWORD declTypes);
+
+ // [GL types as enumerated by typeIndex()][normalized][size - 1]
+ static FormatConverter mFormatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
+
+ struct TranslationDescription
+ {
+ DWORD capsFlag;
+ FormatConverter preferredConversion;
+ FormatConverter fallbackConversion;
+ };
+
+ // This table is used to generate mFormatConverters.
+ // [GL types as enumerated by typeIndex()][normalized][size - 1]
+ static const TranslationDescription mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4];
+
+ static unsigned int typeIndex(GLenum type);
+ static const FormatConverter &formatConverter(const gl::VertexAttribute &attribute);
+
+ static bool spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
+ unsigned int *outSpaceRequired);
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp
new file mode 100644
index 0000000000..e5c8a14232
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.cpp
@@ -0,0 +1,217 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2012 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.
+//
+
+// VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations.
+
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Context.h"
+#include "libGLESv2/renderer/d3d9/VertexBuffer9.h"
+#include "libGLESv2/renderer/d3d9/VertexDeclarationCache.h"
+
+namespace rx
+{
+
+VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0)
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ mVertexDeclCache[i].vertexDeclaration = NULL;
+ mVertexDeclCache[i].lruCount = 0;
+ }
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true;
+}
+
+VertexDeclarationCache::~VertexDeclarationCache()
+{
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].vertexDeclaration)
+ {
+ mVertexDeclCache[i].vertexDeclaration->Release();
+ }
+ }
+}
+
+GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw)
+{
+ *repeatDraw = 1;
+
+ int indexedAttribute = gl::MAX_VERTEX_ATTRIBS;
+ int instancedAttribute = gl::MAX_VERTEX_ATTRIBS;
+
+ if (instances > 0)
+ {
+ // Find an indexed attribute to be mapped to D3D stream 0
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0)
+ {
+ indexedAttribute = i;
+ }
+ else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0)
+ {
+ instancedAttribute = i;
+ }
+ if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS)
+ break; // Found both an indexed and instanced attribute
+ }
+ }
+
+ if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ return GL_INVALID_OPERATION;
+ }
+ }
+
+ D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
+ D3DVERTEXELEMENT9 *element = &elements[0];
+
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ // Directly binding the storage buffer is not supported for d3d9
+ ASSERT(attributes[i].storage == NULL);
+
+ int stream = i;
+
+ if (instances > 0)
+ {
+ // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
+ if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ *repeatDraw = instances;
+ }
+ else
+ {
+ if (i == indexedAttribute)
+ {
+ stream = 0;
+ }
+ else if (i == 0)
+ {
+ stream = indexedAttribute;
+ }
+
+ UINT frequency = 1;
+
+ if (attributes[i].divisor == 0)
+ {
+ frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
+ }
+ else
+ {
+ frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
+ }
+
+ device->SetStreamSourceFreq(stream, frequency);
+ mInstancingEnabled = true;
+ }
+ }
+
+ VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer);
+
+ if (mAppliedVBs[stream].serial != attributes[i].serial ||
+ mAppliedVBs[stream].stride != attributes[i].stride ||
+ mAppliedVBs[stream].offset != attributes[i].offset)
+ {
+ device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride);
+ mAppliedVBs[stream].serial = attributes[i].serial;
+ mAppliedVBs[stream].stride = attributes[i].stride;
+ mAppliedVBs[stream].offset = attributes[i].offset;
+ }
+
+ element->Stream = stream;
+ element->Offset = 0;
+ element->Type = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDeclType(*attributes[i].attribute) : D3DDECLTYPE_FLOAT4;
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = programBinary->getSemanticIndex(i);
+ element++;
+ }
+ }
+
+ if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS)
+ {
+ if (mInstancingEnabled)
+ {
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ device->SetStreamSourceFreq(i, 1);
+ }
+
+ mInstancingEnabled = false;
+ }
+ }
+
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *(element++) = end;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
+ if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
+ {
+ entry->lruCount = ++mMaxLru;
+ if(entry->vertexDeclaration != mLastSetVDecl)
+ {
+ device->SetVertexDeclaration(entry->vertexDeclaration);
+ mLastSetVDecl = entry->vertexDeclaration;
+ }
+
+ return GL_NO_ERROR;
+ }
+ }
+
+ VertexDeclCacheEntry *lastCache = mVertexDeclCache;
+
+ for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
+ {
+ if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
+ {
+ lastCache = &mVertexDeclCache[i];
+ }
+ }
+
+ if (lastCache->vertexDeclaration != NULL)
+ {
+ lastCache->vertexDeclaration->Release();
+ lastCache->vertexDeclaration = NULL;
+ // mLastSetVDecl is set to the replacement, so we don't have to worry
+ // about it.
+ }
+
+ memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
+ device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
+ device->SetVertexDeclaration(lastCache->vertexDeclaration);
+ mLastSetVDecl = lastCache->vertexDeclaration;
+ lastCache->lruCount = ++mMaxLru;
+
+ return GL_NO_ERROR;
+}
+
+void VertexDeclarationCache::markStateDirty()
+{
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ {
+ mAppliedVBs[i].serial = 0;
+ }
+
+ mLastSetVDecl = NULL;
+ mInstancingEnabled = true; // Forces it to be disabled when not used
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.h
new file mode 100644
index 0000000000..3fc024a9ba
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/VertexDeclarationCache.h
@@ -0,0 +1,58 @@
+//
+// Copyright (c) 2012 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.
+//
+
+// VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations.
+
+#ifndef LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
+#define LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
+
+#include "libGLESv2/renderer/VertexDataManager.h"
+
+namespace gl
+{
+class VertexDataManager;
+}
+
+namespace rx
+{
+
+class VertexDeclarationCache
+{
+ public:
+ VertexDeclarationCache();
+ ~VertexDeclarationCache();
+
+ GLenum applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw);
+
+ void markStateDirty();
+
+ private:
+ UINT mMaxLru;
+
+ enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 };
+
+ struct VBData
+ {
+ unsigned int serial;
+ unsigned int stride;
+ unsigned int offset;
+ };
+
+ VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS];
+ IDirect3DVertexDeclaration9 *mLastSetVDecl;
+ bool mInstancingEnabled;
+
+ struct VertexDeclCacheEntry
+ {
+ D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1];
+ UINT lruCount;
+ IDirect3DVertexDeclaration9 *vertexDeclaration;
+ } mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp
new file mode 100644
index 0000000000..b7f2ffb1d9
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.cpp
@@ -0,0 +1,500 @@
+#include "precompiled.h"
+//
+// Copyright (c) 2002-2012 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_utils.cpp: Conversion functions and other utility routines
+// specific to the D3D9 renderer.
+
+#include "libGLESv2/renderer/d3d9/renderer9_utils.h"
+#include "libGLESv2/mathutil.h"
+#include "libGLESv2/Context.h"
+
+#include "common/debug.h"
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison)
+{
+ D3DCMPFUNC d3dComp = D3DCMP_ALWAYS;
+ switch (comparison)
+ {
+ case GL_NEVER: d3dComp = D3DCMP_NEVER; break;
+ case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break;
+ case GL_LESS: d3dComp = D3DCMP_LESS; break;
+ case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break;
+ case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break;
+ case GL_GREATER: d3dComp = D3DCMP_GREATER; break;
+ case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break;
+ case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dComp;
+}
+
+D3DCOLOR ConvertColor(gl::Color color)
+{
+ return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
+ gl::unorm<8>(color.green),
+ gl::unorm<8>(color.blue),
+ gl::unorm<8>(color.alpha));
+}
+
+D3DBLEND ConvertBlendFunc(GLenum blend)
+{
+ D3DBLEND d3dBlend = D3DBLEND_ZERO;
+
+ switch (blend)
+ {
+ case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break;
+ case GL_ONE: d3dBlend = D3DBLEND_ONE; break;
+ case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break;
+ case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break;
+ case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break;
+ case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break;
+ case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break;
+ case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break;
+ case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break;
+ case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break;
+ case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break;
+ case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlend;
+}
+
+D3DBLENDOP ConvertBlendOp(GLenum blendOp)
+{
+ D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD;
+
+ switch (blendOp)
+ {
+ case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break;
+ case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break;
+ case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dBlendOp;
+}
+
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp)
+{
+ D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP;
+
+ switch (stencilOp)
+ {
+ case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break;
+ case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break;
+ case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break;
+ case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break;
+ case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break;
+ case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break;
+ case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break;
+ case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dStencilOp;
+}
+
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap)
+{
+ D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP;
+
+ switch (wrap)
+ {
+ case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break;
+ case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break;
+ case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dWrap;
+}
+
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace)
+{
+ D3DCULL cull = D3DCULL_CCW;
+ switch (cullFace)
+ {
+ case GL_FRONT:
+ cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW);
+ break;
+ case GL_BACK:
+ cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW);
+ break;
+ case GL_FRONT_AND_BACK:
+ cull = D3DCULL_NONE; // culling will be handled during draw
+ break;
+ default: UNREACHABLE();
+ }
+
+ return cull;
+}
+
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace)
+{
+ D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X;
+
+ switch (cubeFace)
+ {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ face = D3DCUBEMAP_FACE_POSITIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ face = D3DCUBEMAP_FACE_NEGATIVE_X;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ face = D3DCUBEMAP_FACE_POSITIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Y;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ face = D3DCUBEMAP_FACE_POSITIVE_Z;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ face = D3DCUBEMAP_FACE_NEGATIVE_Z;
+ break;
+ default: UNREACHABLE();
+ }
+
+ return face;
+}
+
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha)
+{
+ return (red ? D3DCOLORWRITEENABLE_RED : 0) |
+ (green ? D3DCOLORWRITEENABLE_GREEN : 0) |
+ (blue ? D3DCOLORWRITEENABLE_BLUE : 0) |
+ (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0);
+}
+
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy)
+{
+ if (maxAnisotropy > 1.0f)
+ {
+ return D3DTEXF_ANISOTROPIC;
+ }
+
+ D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT;
+ switch (magFilter)
+ {
+ case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break;
+ case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break;
+ default: UNREACHABLE();
+ }
+
+ return d3dMagFilter;
+}
+
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy)
+{
+ switch (minFilter)
+ {
+ case GL_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_POINT;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ *d3dMinFilter = D3DTEXF_LINEAR;
+ *d3dMipFilter = D3DTEXF_LINEAR;
+ break;
+ default:
+ *d3dMinFilter = D3DTEXF_POINT;
+ *d3dMipFilter = D3DTEXF_NONE;
+ UNREACHABLE();
+ }
+
+ if (maxAnisotropy > 1.0f)
+ {
+ *d3dMinFilter = D3DTEXF_ANISOTROPIC;
+ }
+}
+
+D3DFORMAT ConvertRenderbufferFormat(GLenum format)
+{
+ switch (format)
+ {
+ case GL_NONE: return D3DFMT_NULL;
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8_OES: return D3DFMT_A8R8G8B8;
+ case GL_RGB565: return D3DFMT_R5G6B5;
+ case GL_RGB8_OES: return D3DFMT_X8R8G8B8;
+ case GL_DEPTH_COMPONENT16:
+ case GL_STENCIL_INDEX8:
+ case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8;
+ default: UNREACHABLE(); return D3DFMT_A8R8G8B8;
+ }
+}
+
+D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples)
+{
+ if (samples <= 1)
+ return D3DMULTISAMPLE_NONE;
+ else
+ return (D3DMULTISAMPLE_TYPE)samples;
+}
+
+}
+
+namespace d3d9_gl
+{
+
+unsigned int GetStencilSize(D3DFORMAT stencilFormat)
+{
+ if (stencilFormat == D3DFMT_INTZ)
+ {
+ return 8;
+ }
+ switch(stencilFormat)
+ {
+ case D3DFMT_D24FS8:
+ case D3DFMT_D24S8:
+ return 8;
+ case D3DFMT_D24X4S4:
+ return 4;
+ case D3DFMT_D15S1:
+ return 1;
+ case D3DFMT_D16_LOCKABLE:
+ case D3DFMT_D32:
+ case D3DFMT_D24X8:
+ case D3DFMT_D32F_LOCKABLE:
+ case D3DFMT_D16:
+ return 0;
+ //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only
+ //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only
+ default:
+ return 0;
+ }
+}
+
+unsigned int GetAlphaSize(D3DFORMAT colorFormat)
+{
+ switch (colorFormat)
+ {
+ case D3DFMT_A16B16G16R16F:
+ return 16;
+ case D3DFMT_A32B32G32R32F:
+ return 32;
+ case D3DFMT_A2R10G10B10:
+ return 2;
+ case D3DFMT_A8R8G8B8:
+ return 8;
+ case D3DFMT_A1R5G5B5:
+ return 1;
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_R5G6B5:
+ return 0;
+ default:
+ return 0;
+ }
+}
+
+GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type)
+{
+ if (type == D3DMULTISAMPLE_NONMASKABLE)
+ return 0;
+ else
+ return type;
+}
+
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format)
+{
+ switch (d3dformat)
+ {
+ case D3DFMT_L8:
+ return (format == GL_LUMINANCE);
+ case D3DFMT_A8L8:
+ return (format == GL_LUMINANCE_ALPHA);
+ case D3DFMT_DXT1:
+ return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
+ case D3DFMT_DXT3:
+ return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
+ case D3DFMT_DXT5:
+ return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
+ case D3DFMT_A8R8G8B8:
+ case D3DFMT_A16B16G16R16F:
+ case D3DFMT_A32B32G32R32F:
+ return (format == GL_RGBA || format == GL_BGRA_EXT);
+ case D3DFMT_X8R8G8B8:
+ return (format == GL_RGB);
+ default:
+ if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format))
+ return true;
+ return false;
+ }
+}
+
+GLenum ConvertBackBufferFormat(D3DFORMAT format)
+{
+ switch (format)
+ {
+ case D3DFMT_A4R4G4B4: return GL_RGBA4;
+ case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
+ case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
+ case D3DFMT_R5G6B5: return GL_RGB565;
+ case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
+ default:
+ UNREACHABLE();
+ }
+
+ return GL_RGBA4;
+}
+
+GLenum ConvertDepthStencilFormat(D3DFORMAT format)
+{
+ if (format == D3DFMT_INTZ)
+ {
+ return GL_DEPTH24_STENCIL8_OES;
+ }
+ switch (format)
+ {
+ case D3DFMT_D16:
+ case D3DFMT_D24X8:
+ return GL_DEPTH_COMPONENT16;
+ case D3DFMT_D24S8:
+ return GL_DEPTH24_STENCIL8_OES;
+ case D3DFMT_UNKNOWN:
+ return GL_NONE;
+ default:
+ UNREACHABLE();
+ }
+
+ return GL_DEPTH24_STENCIL8_OES;
+}
+
+GLenum ConvertRenderTargetFormat(D3DFORMAT format)
+{
+ if (format == D3DFMT_INTZ)
+ {
+ return GL_DEPTH24_STENCIL8_OES;
+ }
+
+ switch (format)
+ {
+ case D3DFMT_A4R4G4B4: return GL_RGBA4;
+ case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
+ case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
+ case D3DFMT_R5G6B5: return GL_RGB565;
+ case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
+ case D3DFMT_D16:
+ case D3DFMT_D24X8:
+ return GL_DEPTH_COMPONENT16;
+ case D3DFMT_D24S8:
+ return GL_DEPTH24_STENCIL8_OES;
+ case D3DFMT_UNKNOWN:
+ return GL_NONE;
+ default:
+ UNREACHABLE();
+ }
+
+ return GL_RGBA4;
+}
+
+GLenum GetEquivalentFormat(D3DFORMAT format)
+{
+ if (format == D3DFMT_INTZ)
+ return GL_DEPTH24_STENCIL8_OES;
+ if (format == D3DFMT_NULL)
+ return GL_NONE;
+
+ switch (format)
+ {
+ case D3DFMT_A4R4G4B4: return GL_RGBA4;
+ case D3DFMT_A8R8G8B8: return GL_RGBA8_OES;
+ case D3DFMT_A1R5G5B5: return GL_RGB5_A1;
+ case D3DFMT_R5G6B5: return GL_RGB565;
+ case D3DFMT_X8R8G8B8: return GL_RGB8_OES;
+ case D3DFMT_D16: return GL_DEPTH_COMPONENT16;
+ case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES;
+ case D3DFMT_UNKNOWN: return GL_NONE;
+ case D3DFMT_DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ case D3DFMT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
+ case D3DFMT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
+ case D3DFMT_A32B32G32R32F: return GL_RGBA32F_EXT;
+ case D3DFMT_A16B16G16R16F: return GL_RGBA16F_EXT;
+ case D3DFMT_L8: return GL_LUMINANCE8_EXT;
+ case D3DFMT_A8L8: return GL_LUMINANCE8_ALPHA8_EXT;
+ default: UNREACHABLE();
+ return GL_NONE;
+ }
+}
+
+}
+
+namespace d3d9
+{
+
+bool IsCompressedFormat(D3DFORMAT surfaceFormat)
+{
+ switch(surfaceFormat)
+ {
+ case D3DFMT_DXT1:
+ case D3DFMT_DXT2:
+ case D3DFMT_DXT3:
+ case D3DFMT_DXT4:
+ case D3DFMT_DXT5:
+ return true;
+ default:
+ return false;
+ }
+}
+
+size_t ComputeRowSize(D3DFORMAT format, unsigned int width)
+{
+ if (format == D3DFMT_INTZ)
+ {
+ return 4 * width;
+ }
+ switch (format)
+ {
+ case D3DFMT_L8:
+ return 1 * width;
+ case D3DFMT_A8L8:
+ return 2 * width;
+ case D3DFMT_X8R8G8B8:
+ case D3DFMT_A8R8G8B8:
+ return 4 * width;
+ case D3DFMT_A16B16G16R16F:
+ return 8 * width;
+ case D3DFMT_A32B32G32R32F:
+ return 16 * width;
+ case D3DFMT_DXT1:
+ return 8 * ((width + 3) / 4);
+ case D3DFMT_DXT3:
+ case D3DFMT_DXT5:
+ return 16 * ((width + 3) / 4);
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.h
new file mode 100644
index 0000000000..bf6cdf1ea6
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/renderer9_utils.h
@@ -0,0 +1,74 @@
+//
+// Copyright (c) 2002-2012 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_utils.h: Conversion functions and other utility routines
+// specific to the D3D9 renderer
+
+#ifndef LIBGLESV2_RENDERER_RENDERER9_UTILS_H
+#define LIBGLESV2_RENDERER_RENDERER9_UTILS_H
+
+#include "libGLESv2/utilities.h"
+
+const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z')));
+const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L')));
+
+namespace gl_d3d9
+{
+
+D3DCMPFUNC ConvertComparison(GLenum comparison);
+D3DCOLOR ConvertColor(gl::Color color);
+D3DBLEND ConvertBlendFunc(GLenum blend);
+D3DBLENDOP ConvertBlendOp(GLenum blendOp);
+D3DSTENCILOP ConvertStencilOp(GLenum stencilOp);
+D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap);
+D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace);
+D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace);
+DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha);
+D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy);
+void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy);
+D3DFORMAT ConvertRenderbufferFormat(GLenum format);
+D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples);
+
+}
+
+namespace d3d9_gl
+{
+
+GLuint GetAlphaSize(D3DFORMAT colorFormat);
+GLuint GetStencilSize(D3DFORMAT stencilFormat);
+
+GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type);
+
+bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format);
+GLenum ConvertBackBufferFormat(D3DFORMAT format);
+GLenum ConvertDepthStencilFormat(D3DFORMAT format);
+GLenum ConvertRenderTargetFormat(D3DFORMAT format);
+GLenum GetEquivalentFormat(D3DFORMAT format);
+
+}
+
+namespace d3d9
+{
+bool IsCompressedFormat(D3DFORMAT format);
+size_t ComputeRowSize(D3DFORMAT format, unsigned int width);
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case D3DERR_DRIVERINTERNALERROR:
+ case D3DERR_DEVICELOST:
+ case D3DERR_DEVICEHUNG:
+ case D3DERR_DEVICEREMOVED:
+ return true;
+ default:
+ return false;
+ }
+}
+
+}
+
+#endif // LIBGLESV2_RENDERER_RENDERER9_UTILS_H
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.ps b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.ps
new file mode 100644
index 0000000000..dcb3bd0e76
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.ps
@@ -0,0 +1,39 @@
+//
+// Copyright (c) 2012 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.
+//
+
+sampler2D tex : s0;
+
+uniform float4 mode : c0;
+
+// Passthrough Pixel Shader
+// Outputs texture 0 sampled at texcoord 0.
+float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ return tex2D(tex, texcoord.xy);
+};
+
+// Luminance Conversion Pixel Shader
+// Outputs sample(tex0, tc0).rrra.
+// For LA output (pass A) set C0.X = 1, C0.Y = 0.
+// For L output (A = 1) set C0.X = 0, C0.Y = 1.
+float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ float4 tmp = tex2D(tex, texcoord.xy);
+ tmp.w = tmp.w * mode.x + mode.y;
+ return tmp.xxxw;
+};
+
+// RGB/A Component Mask Pixel Shader
+// Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1.
+// To force RGB = 0, set C0.X = 0, otherwise C0.X = 1.
+// To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0.
+float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR
+{
+ float4 tmp = tex2D(tex, texcoord.xy);
+ tmp.xyz = tmp.xyz * mode.x;
+ tmp.w = tmp.w * mode.z + mode.w;
+ return tmp;
+};
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.vs b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.vs
new file mode 100644
index 0000000000..3a36980b93
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/shaders/Blit.vs
@@ -0,0 +1,43 @@
+//
+// Copyright (c) 2012 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.
+//
+
+struct VS_OUTPUT
+{
+ float4 position : POSITION;
+ float4 texcoord : TEXCOORD0;
+};
+
+uniform float4 halfPixelSize : c0;
+
+// Standard Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
+// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
+VS_OUTPUT standardvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
+
+// Flip Y Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
+// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
+VS_OUTPUT flipyvs(in float4 position : POSITION)
+{
+ VS_OUTPUT Out;
+
+ Out.position = position + halfPixelSize;
+ Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0);
+
+ return Out;
+};
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/vertexconversion.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/vertexconversion.h
new file mode 100644
index 0000000000..590b9d48a3
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d9/vertexconversion.h
@@ -0,0 +1,203 @@
+//
+// Copyright (c) 2002-2010 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.
+//
+
+// vertexconversion.h: A library of vertex conversion classes that can be used to build
+// the FormatConverter objects used by the buffer conversion system.
+
+#ifndef LIBGLESV2_VERTEXCONVERSION_H_
+#define LIBGLESV2_VERTEXCONVERSION_H_
+
+namespace rx
+{
+
+// Conversion types:
+// static const bool identity: true if this is an identity transform, false otherwise
+// static U convert(T): convert a single element from the input type to the output type
+// typedef ... OutputType: the type produced by this conversion
+
+template <class T>
+struct Identity
+{
+ static const bool identity = true;
+
+ typedef T OutputType;
+
+ static T convert(T x)
+ {
+ return x;
+ }
+};
+
+template <class FromT, class ToT>
+struct Cast
+{
+ static const bool identity = false;
+
+ typedef ToT OutputType;
+
+ static ToT convert(FromT x)
+ {
+ return static_cast<ToT>(x);
+ }
+};
+
+template <class T>
+struct Cast<T, T>
+{
+ static const bool identity = true;
+
+ typedef T OutputType;
+
+ static T convert(T x)
+ {
+ return static_cast<T>(x);
+ }
+};
+
+template <class T>
+struct Normalize
+{
+ static const bool identity = false;
+
+ typedef float OutputType;
+
+ static float convert(T x)
+ {
+ typedef std::numeric_limits<T> NL;
+ float f = static_cast<float>(x);
+
+ if (NL::is_signed)
+ {
+ // const float => VC2008 computes it at compile time
+ // static const float => VC2008 computes it the first time we get here, stores it to memory with static guard and all that.
+ const float divisor = 1.0f/(2*static_cast<float>(NL::max())+1);
+ return (2*f+1)*divisor;
+ }
+ else
+ {
+ return f/NL::max();
+ }
+ }
+};
+
+template <class FromType, std::size_t ScaleBits>
+struct FixedToFloat
+{
+ static const bool identity = false;
+
+ typedef float OutputType;
+
+ static float convert(FromType x)
+ {
+ const float divisor = 1.0f / static_cast<float>(static_cast<FromType>(1) << ScaleBits);
+ return static_cast<float>(x) * divisor;
+ }
+};
+
+// Widen types:
+// static const unsigned int initialWidth: number of components before conversion
+// static const unsigned int finalWidth: number of components after conversion
+
+// Float is supported at any size.
+template <std::size_t N>
+struct NoWiden
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = N;
+};
+
+// SHORT, norm-SHORT, norm-UNSIGNED_SHORT are supported but only with 2 or 4 components
+template <std::size_t N>
+struct WidenToEven
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = N+(N&1);
+};
+
+template <std::size_t N>
+struct WidenToFour
+{
+ static const std::size_t initialWidth = N;
+ static const std::size_t finalWidth = 4;
+};
+
+// Most types have 0 and 1 that are just that.
+template <class T>
+struct SimpleDefaultValues
+{
+ static T zero() { return static_cast<T>(0); }
+ static T one() { return static_cast<T>(1); }
+};
+
+// But normalised types only store [0,1] or [-1,1] so 1.0 is represented by the max value.
+template <class T>
+struct NormalizedDefaultValues
+{
+ static T zero() { return static_cast<T>(0); }
+ static T one() { return std::numeric_limits<T>::max(); }
+};
+
+// Converter:
+// static const bool identity: true if this is an identity transform (with no widening)
+// static const std::size_t finalSize: number of bytes per output vertex
+// static void convertArray(const void *in, std::size_t stride, std::size_t n, void *out): convert an array of vertices. Input may be strided, but output will be unstrided.
+
+template <class InT, class WidenRule, class Converter, class DefaultValueRule = SimpleDefaultValues<InT> >
+struct VertexDataConverter
+{
+ typedef typename Converter::OutputType OutputType;
+ typedef InT InputType;
+
+ static const bool identity = (WidenRule::initialWidth == WidenRule::finalWidth) && Converter::identity;
+ static const std::size_t finalSize = WidenRule::finalWidth * sizeof(OutputType);
+
+ static void convertArray(const InputType *in, std::size_t stride, std::size_t n, OutputType *out)
+ {
+ for (std::size_t i = 0; i < n; i++)
+ {
+ const InputType *ein = pointerAddBytes(in, i * stride);
+
+ copyComponent(out, ein, 0, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 1, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 2, static_cast<OutputType>(DefaultValueRule::zero()));
+ copyComponent(out, ein, 3, static_cast<OutputType>(DefaultValueRule::one()));
+
+ out += WidenRule::finalWidth;
+ }
+ }
+
+ static void convertArray(const void *in, std::size_t stride, std::size_t n, void *out)
+ {
+ return convertArray(static_cast<const InputType*>(in), stride, n, static_cast<OutputType*>(out));
+ }
+
+ private:
+ // Advance the given pointer by a number of bytes (not pointed-to elements).
+ template <class T>
+ static T *pointerAddBytes(T *basePtr, std::size_t numBytes)
+ {
+ return reinterpret_cast<T *>(reinterpret_cast<uintptr_t>(basePtr) + numBytes);
+ }
+
+ static void copyComponent(OutputType *out, const InputType *in, std::size_t elementindex, OutputType defaultvalue)
+ {
+ if (WidenRule::finalWidth > elementindex)
+ {
+ if (WidenRule::initialWidth > elementindex)
+ {
+ out[elementindex] = Converter::convert(in[elementindex]);
+ }
+ else
+ {
+ out[elementindex] = defaultvalue;
+ }
+ }
+ }
+};
+
+}
+
+#endif // LIBGLESV2_VERTEXCONVERSION_H_