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Diffstat (limited to 'chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp')
-rw-r--r--chromium/third_party/angle/src/libGLESv2/renderer/Renderer9.cpp3287
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, &currentDisplayMode);
-
- // Check vertex texture support
- // Only Direct3D 10 ready devices support all the necessary vertex texture formats.
- // We test this using D3D9 by checking support for the R16F format.
- mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
- D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F));
-
- // Check depth texture support
- // we use INTZ for depth textures in Direct3D9
- // we also want NULL texture support to ensure the we can make depth-only FBOs
- // see http://aras-p.info/texts/D3D9GPUHacks.html
- mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
- D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format,
- D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL));
-
- // Check 32 bit floating point texture support
- mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
-
- mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
-
- if (!mFloat32FilterSupport && !mFloat32RenderSupport)
- {
- mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F));
- }
- else
- {
- mFloat32TextureSupport = true;
- }
-
- // Check 16 bit floating point texture support
- mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
-
- mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
-
- if (!mFloat16FilterSupport && !mFloat16RenderSupport)
- {
- mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) &&
- SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0,
- D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F));
- }
- else
- {
- mFloat16TextureSupport = true;
- }
-
- // Check DXT texture support
- mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1));
- mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3));
- mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5));
-
- // Check luminance[alpha] texture support
- mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8));
- mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8));
-
- initializeDevice();
-
- return EGL_SUCCESS;
-}
-
-// do any one-time device initialization
-// NOTE: this is also needed after a device lost/reset
-// to reset the scene status and ensure the default states are reset.
-void Renderer9::initializeDevice()
-{
- // Permanent non-default states
- mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
- mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE);
-
- if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
- {
- mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize);
- }
- else
- {
- mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f
- }
-
- markAllStateDirty();
-
- mSceneStarted = false;
-
- ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager);
- mBlit = new Blit(this);
- mVertexDataManager = new rx::VertexDataManager(this);
- mIndexDataManager = new rx::IndexDataManager(this);
-}
-
-D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters()
-{
- D3DPRESENT_PARAMETERS presentParameters = {0};
-
- // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters.
- presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
- presentParameters.BackBufferCount = 1;
- presentParameters.BackBufferFormat = D3DFMT_UNKNOWN;
- presentParameters.BackBufferWidth = 1;
- presentParameters.BackBufferHeight = 1;
- presentParameters.EnableAutoDepthStencil = FALSE;
- presentParameters.Flags = 0;
- presentParameters.hDeviceWindow = mDeviceWindow;
- presentParameters.MultiSampleQuality = 0;
- presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
- presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
- presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
- presentParameters.Windowed = TRUE;
-
- return presentParameters;
-}
-
-int Renderer9::generateConfigs(ConfigDesc **configDescList)
-{
- D3DDISPLAYMODE currentDisplayMode;
- mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode);
-
- unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
- unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
- (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
- int numConfigs = 0;
-
- for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
- {
- D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
-
- HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat);
-
- if (SUCCEEDED(result))
- {
- for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
- {
- D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
- HRESULT result = D3D_OK;
-
- if(depthStencilFormat != D3DFMT_UNKNOWN)
- {
- result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);
- }
-
- if (SUCCEEDED(result))
- {
- if(depthStencilFormat != D3DFMT_UNKNOWN)
- {
- result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat);
- }
-
- if (SUCCEEDED(result))
- {
- ConfigDesc newConfig;
- newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat);
- newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat);
- newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
- newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat);
-
- (*configDescList)[numConfigs++] = newConfig;
- }
- }
- }
- }
- }
-
- return numConfigs;
-}
-
-void Renderer9::deleteConfigs(ConfigDesc *configDescList)
-{
- delete [] (configDescList);
-}
-
-void Renderer9::startScene()
-{
- if (!mSceneStarted)
- {
- long result = mDevice->BeginScene();
- if (SUCCEEDED(result)) {
- // This is defensive checking against the device being
- // lost at unexpected times.
- mSceneStarted = true;
- }
- }
-}
-
-void Renderer9::endScene()
-{
- if (mSceneStarted)
- {
- // EndScene can fail if the device was lost, for example due
- // to a TDR during a draw call.
- mDevice->EndScene();
- mSceneStarted = false;
- }
-}
-
-void Renderer9::sync(bool block)
-{
- HRESULT result;
-
- IDirect3DQuery9* query = allocateEventQuery();
- if (!query)
- {
- return;
- }
-
- result = query->Issue(D3DISSUE_END);
- ASSERT(SUCCEEDED(result));
-
- do
- {
- result = query->GetData(NULL, 0, D3DGETDATA_FLUSH);
-
- if(block && result == S_FALSE)
- {
- // Keep polling, but allow other threads to do something useful first
- Sleep(0);
- // explicitly check for device loss
- // some drivers seem to return S_FALSE even if the device is lost
- // instead of D3DERR_DEVICELOST like they should
- if (testDeviceLost(false))
- {
- result = D3DERR_DEVICELOST;
- }
- }
- }
- while(block && result == S_FALSE);
-
- freeEventQuery(query);
-
- if (d3d9::isDeviceLostError(result))
- {
- notifyDeviceLost();
- }
-}
-
-SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
-{
- return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat);
-}
-
-IDirect3DQuery9* Renderer9::allocateEventQuery()
-{
- IDirect3DQuery9 *query = NULL;
-
- if (mEventQueryPool.empty())
- {
- HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query);
- ASSERT(SUCCEEDED(result));
- }
- else
- {
- query = mEventQueryPool.back();
- mEventQueryPool.pop_back();
- }
-
- return query;
-}
-
-void Renderer9::freeEventQuery(IDirect3DQuery9* query)
-{
- if (mEventQueryPool.size() > 1000)
- {
- query->Release();
- }
- else
- {
- mEventQueryPool.push_back(query);
- }
-}
-
-IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length)
-{
- return mVertexShaderCache.create(function, length);
-}
-
-IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length)
-{
- return mPixelShaderCache.create(function, length);
-}
-
-HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer)
-{
- D3DPOOL Pool = getBufferPool(Usage);
- return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL);
-}
-
-VertexBuffer *Renderer9::createVertexBuffer()
-{
- return new VertexBuffer9(this);
-}
-
-HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer)
-{
- D3DPOOL Pool = getBufferPool(Usage);
- return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL);
-}
-
-IndexBuffer *Renderer9::createIndexBuffer()
-{
- return new IndexBuffer9(this);
-}
-
-BufferStorage *Renderer9::createBufferStorage()
-{
- return new BufferStorage9();
-}
-
-QueryImpl *Renderer9::createQuery(GLenum type)
-{
- return new Query9(this, type);
-}
-
-FenceImpl *Renderer9::createFence()
-{
- return new Fence9(this);
-}
-
-void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
-{
- bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates;
- gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates;
-
- if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0)
- {
- int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
- int d3dSampler = index + d3dSamplerOffset;
-
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS));
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT));
-
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy));
- D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter;
- gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter);
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset);
- if (mSupportsTextureFilterAnisotropy)
- {
- mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy);
- }
- }
-
- forceSetSamplers[index] = false;
- appliedSamplers[index] = samplerState;
-}
-
-void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
-{
- int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0;
- int d3dSampler = index + d3dSamplerOffset;
- IDirect3DBaseTexture9 *d3dTexture = NULL;
- unsigned int serial = 0;
- bool forceSetTexture = false;
-
- unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials;
-
- if (texture)
- {
- TextureStorageInterface *texStorage = texture->getNativeTexture();
- if (texStorage)
- {
- TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance());
- d3dTexture = storage9->getBaseTexture();
- }
- // If we get NULL back from getBaseTexture here, something went wrong
- // in the texture class and we're unexpectedly missing the d3d texture
- ASSERT(d3dTexture != NULL);
-
- serial = texture->getTextureSerial();
- forceSetTexture = texture->hasDirtyImages();
- }
-
- if (forceSetTexture || appliedSerials[index] != serial)
- {
- mDevice->SetTexture(d3dSampler, d3dTexture);
- }
-
- appliedSerials[index] = serial;
-}
-
-void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
-{
- bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0;
-
- if (rasterStateChanged)
- {
- // Set the cull mode
- if (rasterState.cullFace)
- {
- mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- }
-
- if (rasterState.polygonOffsetFill)
- {
- if (mCurDepthSize > 0)
- {
- mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor);
-
- float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize));
- mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias);
- }
- }
- else
- {
- mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
- mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
- }
-
- mCurRasterState = rasterState;
- }
-
- mForceSetRasterState = false;
-}
-
-void Renderer9::setBlendState(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;
-}
-
-}