| // |
| // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer. |
| |
| #include "common/debug.h" |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/renderer/Renderer9.h" |
| #include "libGLESv2/renderer/renderer9_utils.h" |
| #include "libGLESv2/renderer/TextureStorage.h" |
| #include "libGLESv2/renderer/Image.h" |
| #include "libGLESv2/renderer/Blit.h" |
| |
| #include "libEGL/Config.h" |
| #include "libEGL/Display.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 |
| }; |
| |
| 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; |
| } |
| |
| Renderer9::~Renderer9() |
| { |
| releaseDeviceResources(); |
| |
| delete mBlit; |
| |
| if (mDevice) |
| { |
| // If the device is lost, reset it first to prevent leaving the driver in an unstable state |
| if (testDeviceLost(false)) |
| { |
| resetDevice(); |
| } |
| |
| mDevice->Release(); |
| mDevice = NULL; |
| } |
| |
| if (mDeviceEx) |
| { |
| mDeviceEx->Release(); |
| mDeviceEx = NULL; |
| } |
| |
| if (mD3d9) |
| { |
| mD3d9->Release(); |
| mD3d9 = NULL; |
| } |
| |
| if (mDeviceWindow) |
| { |
| DestroyWindow(mDeviceWindow); |
| mDeviceWindow = NULL; |
| } |
| |
| if (mD3d9Ex) |
| { |
| mD3d9Ex->Release(); |
| mD3d9Ex = NULL; |
| } |
| |
| if (mD3d9Module) |
| { |
| mD3d9Module = NULL; |
| } |
| |
| while (!mMultiSampleSupport.empty()) |
| { |
| delete [] mMultiSampleSupport.begin()->second; |
| mMultiSampleSupport.erase(mMultiSampleSupport.begin()); |
| } |
| } |
| |
| EGLint Renderer9::initialize() |
| { |
| if (mSoftwareDevice) |
| { |
| mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll")); |
| } |
| else |
| { |
| 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))) |
| { |
| ASSERT(mD3d9Ex); |
| mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9)); |
| ASSERT(mD3d9); |
| } |
| else |
| { |
| 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. |
| 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; |
| } |
| |
| 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; |
| for (int i = 0; i < sizeof(RenderTargetFormats) / sizeof(D3DFORMAT); ++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; |
| } |
| } |
| } |
| |
| for (int i = 0; i < sizeof(DepthStencilFormats) / sizeof(D3DFORMAT); ++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"); |
| |
| 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; |
| |
| 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)) |
| { |
| 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) |
| { |
| result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx); |
| ASSERT(SUCCEEDED(result)); |
| } |
| |
| mVertexShaderCache.initialize(mDevice); |
| mPixelShaderCache.initialize(mDevice); |
| |
| initializeDevice(); |
| |
| mBlit = new Blit(this); |
| |
| return EGL_SUCCESS; |
| } |
| |
| // do any one-time device initialization |
| // NOTE: this is also needed after a device lost/reset |
| // to reset the scene status and ensure the default states are reset. |
| void Renderer9::initializeDevice() |
| { |
| // Permanent non-default states |
| mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); |
| mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE); |
| |
| if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) |
| { |
| mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize); |
| } |
| else |
| { |
| mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f |
| } |
| |
| mSceneStarted = false; |
| } |
| |
| D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters() |
| { |
| D3DPRESENT_PARAMETERS presentParameters = {0}; |
| |
| // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters. |
| presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN; |
| presentParameters.BackBufferCount = 1; |
| presentParameters.BackBufferFormat = D3DFMT_UNKNOWN; |
| presentParameters.BackBufferWidth = 1; |
| presentParameters.BackBufferHeight = 1; |
| presentParameters.EnableAutoDepthStencil = FALSE; |
| presentParameters.Flags = 0; |
| presentParameters.hDeviceWindow = mDeviceWindow; |
| presentParameters.MultiSampleQuality = 0; |
| presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; |
| presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; |
| presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| presentParameters.Windowed = TRUE; |
| |
| return presentParameters; |
| } |
| |
| int Renderer9::generateConfigs(ConfigDesc **configDescList) |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]); |
| int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]); |
| (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; |
| int numConfigs = 0; |
| |
| for (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 (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; |
| } |
| } |
| |
| // D3D9_REPLACE |
| 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 (isDeviceLostError(result)) |
| { |
| mDisplay->notifyDeviceLost(); |
| } |
| } |
| |
| // D3D9_REPLACE |
| 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; |
| } |
| |
| // D3D9_REPLACE |
| 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); |
| } |
| |
| HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer) |
| { |
| D3DPOOL Pool = getBufferPool(Usage); |
| return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL); |
| } |
| |
| void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) |
| { |
| 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); |
| } |
| } |
| |
| 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; |
| |
| if (texture) |
| { |
| TextureStorage *texStorage = texture->getNativeTexture(); |
| if (texStorage) |
| { |
| d3dTexture = texStorage->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); |
| } |
| |
| mDevice->SetTexture(d3dSampler, d3dTexture); |
| } |
| |
| |
| void Renderer9::releaseDeviceResources() |
| { |
| while (!mEventQueryPool.empty()) |
| { |
| mEventQueryPool.back()->Release(); |
| mEventQueryPool.pop_back(); |
| } |
| |
| mVertexShaderCache.clear(); |
| mPixelShaderCache.clear(); |
| } |
| |
| |
| void Renderer9::markDeviceLost() |
| { |
| mDeviceLost = true; |
| } |
| |
| 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) |
| { |
| bool isLost = false; |
| |
| if (mDeviceEx) |
| { |
| isLost = FAILED(mDeviceEx->CheckDeviceState(NULL)); |
| } |
| else if (mDevice) |
| { |
| isLost = FAILED(mDevice->TestCooperativeLevel()); |
| } |
| else |
| { |
| // No device yet, so no reset required |
| } |
| |
| if (isLost) |
| { |
| // ensure we note the device loss -- |
| // we'll probably get this done again by markDeviceLost |
| // 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) |
| { |
| mDisplay->notifyDeviceLost(); |
| } |
| } |
| |
| return isLost; |
| } |
| |
| bool Renderer9::testDeviceResettable() |
| { |
| HRESULT status = D3D_OK; |
| |
| if (mDeviceEx) |
| { |
| status = mDeviceEx->CheckDeviceState(NULL); |
| } |
| else if (mDevice) |
| { |
| status = mDevice->TestCooperativeLevel(); |
| } |
| |
| switch (status) |
| { |
| case D3DERR_DEVICENOTRESET: |
| case D3DERR_DEVICEHUNG: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| bool Renderer9::resetDevice() |
| { |
| releaseDeviceResources(); |
| |
| D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); |
| |
| HRESULT result = D3D_OK; |
| bool lost = testDeviceLost(false); |
| int attempts = 3; |
| |
| while (lost && attempts > 0) |
| { |
| if (mDeviceEx) |
| { |
| Sleep(500); // Give the graphics driver some CPU time |
| result = mDeviceEx->ResetEx(&presentParameters, NULL); |
| } |
| 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); |
| attempts --; |
| } |
| |
| if (FAILED(result)) |
| { |
| ERR("Reset/ResetEx failed multiple times: 0x%08X", result); |
| return false; |
| } |
| |
| // reset device defaults |
| initializeDevice(); |
| mDeviceLost = false; |
| |
| return true; |
| } |
| |
| DWORD Renderer9::getAdapterVendor() const |
| { |
| return mAdapterIdentifier.VendorId; |
| } |
| |
| const char *Renderer9::getAdapterDescription() const |
| { |
| return mAdapterIdentifier.Description; |
| } |
| |
| 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::getDXT1TextureSupport() |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1)); |
| } |
| |
| bool Renderer9::getDXT3TextureSupport() |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3)); |
| } |
| |
| bool Renderer9::getDXT5TextureSupport() |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5)); |
| } |
| |
| // 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 |
| bool Renderer9::getDepthTextureSupport() const |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| bool intz = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, |
| D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)); |
| bool null = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, |
| D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL)); |
| |
| return intz && null; |
| } |
| |
| bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable) |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| *filtering = 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)); |
| |
| *renderable = 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 (!*filtering && !*renderable) |
| { |
| return 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 |
| { |
| return true; |
| } |
| } |
| |
| bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable) |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| *filtering = 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)); |
| |
| *renderable = 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 (!*filtering && !*renderable) |
| { |
| return 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 |
| { |
| return true; |
| } |
| } |
| |
| bool Renderer9::getLuminanceTextureSupport() |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8)); |
| } |
| |
| bool Renderer9::getLuminanceAlphaTextureSupport() |
| { |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| return SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8)); |
| } |
| |
| bool Renderer9::getTextureFilterAnisotropySupport() const |
| { |
| return mSupportsTextureFilterAnisotropy; |
| } |
| |
| float Renderer9::getTextureMaxAnisotropy() const |
| { |
| if (mSupportsTextureFilterAnisotropy) |
| { |
| return mDeviceCaps.MaxAnisotropy; |
| } |
| return 1.0f; |
| } |
| |
| bool Renderer9::getEventQuerySupport() |
| { |
| IDirect3DQuery9 *query = allocateEventQuery(); |
| if (query) |
| { |
| freeEventQuery(query); |
| return true; |
| } |
| else |
| { |
| return false; |
| } |
| return true; |
| } |
| |
| // Only Direct3D 10 ready devices support all the necessary vertex texture formats. |
| // We test this using D3D9 by checking support for the R16F format. |
| bool Renderer9::getVertexTextureSupport() const |
| { |
| if (!mDevice || mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(3, 0)) |
| { |
| return false; |
| } |
| |
| D3DDISPLAYMODE currentDisplayMode; |
| mD3d9->GetAdapterDisplayMode(mAdapter, ¤tDisplayMode); |
| |
| HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F); |
| |
| return SUCCEEDED(result); |
| } |
| |
| bool Renderer9::getNonPower2TextureSupport() const |
| { |
| return mSupportsNonPower2Textures; |
| } |
| |
| bool Renderer9::getOcclusionQuerySupport() const |
| { |
| if (!mDevice) |
| { |
| return false; |
| } |
| |
| IDirect3DQuery9 *query = NULL; |
| HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query); |
| if (SUCCEEDED(result) && query) |
| { |
| query->Release(); |
| return true; |
| } |
| else |
| { |
| return false; |
| } |
| } |
| |
| 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. |
| // D3D9_REPLACE |
| return (mD3d9Ex != NULL) && !gl::perfActive(); |
| } |
| |
| bool Renderer9::getShaderModel3Support() const |
| { |
| return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); |
| } |
| |
| float Renderer9::getMaxPointSize() const |
| { |
| return mDeviceCaps.MaxPointSize; |
| } |
| |
| 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; |
| } |
| |
| 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(TextureStorage2D *dest, TextureStorage2D *source) |
| { |
| bool result = false; |
| |
| if (source && dest) |
| { |
| int levels = source->levelCount(); |
| for (int i = 0; i < levels; ++i) |
| { |
| IDirect3DSurface9 *srcSurf = source->getSurfaceLevel(i, false); |
| IDirect3DSurface9 *dstSurf = dest->getSurfaceLevel(i, false); |
| |
| result = copyToRenderTarget(dstSurf, srcSurf, source->isManaged()); |
| |
| if (srcSurf) srcSurf->Release(); |
| if (dstSurf) dstSurf->Release(); |
| |
| if (!result) |
| return false; |
| } |
| } |
| |
| return result; |
| } |
| |
| bool Renderer9::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source) |
| { |
| bool result = false; |
| |
| if (source && dest) |
| { |
| int levels = source->levelCount(); |
| for (int f = 0; f < 6; f++) |
| { |
| for (int i = 0; i < levels; i++) |
| { |
| IDirect3DSurface9 *srcSurf = source->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false); |
| IDirect3DSurface9 *dstSurf = dest->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true); |
| |
| result = copyToRenderTarget(dstSurf, srcSurf, source->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 RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, |
| TextureStorage2D *storage, GLint level) |
| { |
| return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, level); |
| } |
| |
| bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, |
| TextureStorageCubeMap *storage, GLenum target, GLint level) |
| { |
| return mBlit->copy(framebuffer, sourceRect, destFormat, xoffset, yoffset, storage, target, level); |
| } |
| |
| 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; |
| IDirect3DDevice9 *device = getDevice(); // D3D9_REPLACE |
| |
| if (fromManaged) |
| { |
| D3DSURFACE_DESC desc; |
| source->GetDesc(&desc); |
| |
| IDirect3DSurface9 *surf = 0; |
| result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL); |
| |
| if (SUCCEEDED(result)) |
| { |
| Image::CopyLockableSurfaces(surf, source); |
| result = device->UpdateSurface(surf, NULL, dest, NULL); |
| surf->Release(); |
| } |
| } |
| else |
| { |
| endScene(); |
| result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE); |
| } |
| |
| if (FAILED(result)) |
| { |
| ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| } |