diff options
Diffstat (limited to 'chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp')
-rw-r--r-- | chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp | 3287 |
1 files changed, 0 insertions, 3287 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp b/chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp deleted file mode 100644 index c46d82b335a..00000000000 --- a/chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp +++ /dev/null @@ -1,3287 +0,0 @@ -#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/Renderer9.h" -#include "libGLESv2/renderer/renderer9_utils.h" -#include "libGLESv2/renderer/ShaderExecutable9.h" -#include "libGLESv2/renderer/SwapChain9.h" -#include "libGLESv2/renderer/TextureStorage9.h" -#include "libGLESv2/renderer/Image9.h" -#include "libGLESv2/renderer/Blit.h" -#include "libGLESv2/renderer/RenderTarget9.h" -#include "libGLESv2/renderer/VertexBuffer9.h" -#include "libGLESv2/renderer/IndexBuffer9.h" -#include "libGLESv2/renderer/BufferStorage9.h" -#include "libGLESv2/renderer/Query9.h" -#include "libGLESv2/renderer/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, ¤tDisplayMode); - - // Check vertex texture support - // Only Direct3D 10 ready devices support all the necessary vertex texture formats. - // We test this using D3D9 by checking support for the R16F format. - mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && - SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, - D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)); - - // 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, ¤tDisplayMode); - - unsigned int numRenderFormats = ArraySize(RenderTargetFormats); - unsigned int numDepthFormats = ArraySize(DepthStencilFormats); - (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; - int numConfigs = 0; - - for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) - { - D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; - - HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat); - - if (SUCCEEDED(result)) - { - for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) - { - D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; - HRESULT result = D3D_OK; - - if(depthStencilFormat != D3DFMT_UNKNOWN) - { - result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat); - } - - if (SUCCEEDED(result)) - { - if(depthStencilFormat != D3DFMT_UNKNOWN) - { - result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); - } - - if (SUCCEEDED(result)) - { - ConfigDesc newConfig; - newConfig.renderTargetFormat = d3d9_gl::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(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, 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) -{ - for (int i = 0; i < count; i++) - { - unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]); - device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1); - } -} - -void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, 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); break; - case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break; - case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); 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) || d3d9::isDeviceLostError(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; -} - -} |