#include "BsD3D9RenderSystem.h" #include "BsD3D9Prerequisites.h" #include "BsD3D9DriverList.h" #include "BsD3D9Driver.h" #include "BsD3D9RenderWindow.h" #include "BsD3D9TextureManager.h" #include "BsD3D9Texture.h" #include "BsMath.h" #include "BsD3D9HardwareBufferManager.h" #include "BsD3D9IndexBuffer.h" #include "BsD3D9VertexBuffer.h" #include "BsD3D9VertexDeclaration.h" #include "BsD3D9GpuProgram.h" #include "BsD3D9HLSLProgramFactory.h" #include "BsD3D9OcclusionQuery.h" #include "BsD3D9DeviceManager.h" #include "BsD3D9ResourceManager.h" #include "BsD3D9RenderWindowManager.h" #include "BsGpuProgramManager.h" #include "BsRenderStateManager.h" #include "BsAsyncOp.h" #include "BsBlendState.h" #include "BsRasterizerState.h" #include "BsDepthStencilState.h" #include "BsGpuParams.h" #include "BsGpuParamDesc.h" #include "BsGpuParamBlockBuffer.h" #include "BsCoreThread.h" #include "BsD3D9QueryManager.h" #include "BsDebug.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = nullptr; D3D9RenderSystem::D3D9RenderSystem(HINSTANCE hInstance) : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST), mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0), mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance), mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr), mDeviceManager(nullptr), mResourceManager(nullptr) { msD3D9RenderSystem = this; mScissorRect.left = 0; mScissorRect.right = 1280; mScissorRect.top = 0; mScissorRect.bottom = 720; } D3D9RenderSystem::~D3D9RenderSystem() { } const String& D3D9RenderSystem::getName() const { static String strName( "D3D9RenderSystem"); return strName; } const String& D3D9RenderSystem::getShadingLanguageName() const { static String strName("hlsl"); return strName; } void D3D9RenderSystem::initialize_internal(AsyncOp& asyncOp) { THROW_IF_NOT_CORE_THREAD; // Create the resource manager. mResourceManager = bs_new(); // Create our Direct3D object if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) ) BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object"); RenderWindow* autoWindow = NULL; // Init using current settings mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver if( !mActiveD3DDriver ) BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" ); // get driver version mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart); mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart); mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart); mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart); mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo(); // Create the device manager. mDeviceManager = bs_new(); // Also create hardware buffer manager HardwareBufferManager::startUp(); // Create & register HLSL factory mHLSLProgramFactory = bs_new(); // Create render window manager RenderWindowManager::startUp(this); // Create render state manager RenderStateManager::startUp(); // Create primary window and finalize initialization RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc); D3D9RenderWindow* d3d9renderWindow = static_cast(primaryWindow.get()); updateRenderSystemCapabilities(d3d9renderWindow); // Create the texture manager for use by others TextureManager::startUp(); QueryManager::startUp(); // call superclass method RenderSystem::initialize_internal(asyncOp); asyncOp._completeOperation(primaryWindow); } void D3D9RenderSystem::destroy_internal() { if(mTexStageDesc != nullptr) { bs_deleteN(mTexStageDesc, mNumTexStages); mTexStageDesc = nullptr; } RenderSystem::destroy_internal(); if(mDeviceManager != nullptr) { bs_delete(mDeviceManager); mDeviceManager = nullptr; } if(mDriverList != nullptr) { bs_delete(mDriverList); mDriverList = nullptr; } mActiveD3DDriver = NULL; QueryManager::shutDown(); TextureManager::shutDown(); HardwareBufferManager::shutDown(); RenderWindowManager::shutDown(); RenderStateManager::shutDown(); // Deleting the HLSL program factory if (mHLSLProgramFactory) { GpuProgramManager::instance().removeFactory(mHLSLProgramFactory); bs_delete(mHLSLProgramFactory); mHLSLProgramFactory = 0; } SAFE_RELEASE(mpD3D); if(mResourceManager != nullptr) { bs_delete(mResourceManager); mResourceManager = nullptr; } msD3D9RenderSystem = NULL; } void D3D9RenderSystem::registerWindow(RenderWindowCore& renderWindow) { THROW_IF_NOT_CORE_THREAD; D3D9RenderWindowCore* d3d9renderWindow = static_cast(&renderWindow); String msg; mResourceManager->lockDeviceAccess(); try { mDeviceManager->linkRenderWindow(d3d9renderWindow); } catch (const BansheeEngine::RenderingAPIException&) { // after catching the exception, clean up mResourceManager->unlockDeviceAccess(); // re-throw throw; } mResourceManager->unlockDeviceAccess(); } void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg) { THROW_IF_NOT_CORE_THREAD; if(!prg.isLoaded()) return; GpuProgramPtr bindingPrg = std::static_pointer_cast(prg->getThisPtr()); HRESULT hr; switch (bindingPrg->getType()) { case GPT_VERTEX_PROGRAM: hr = getActiveD3D9Device()->SetVertexShader( static_cast(bindingPrg.get())->getVertexShader()); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader"); } break; case GPT_FRAGMENT_PROGRAM: hr = getActiveD3D9Device()->SetPixelShader( static_cast(bindingPrg.get())->getPixelShader()); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader"); } break; }; // Make sure texcoord index is equal to stage value, As SDK Doc suggests: // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value." // This solves such an errors when working with the Debug runtime - // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used". for (unsigned int nStage=0; nStage < 8; ++nStage) setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage); BS_INC_RENDER_STAT(NumGpuProgramBinds); RenderSystem::bindGpuProgram(prg); } void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; switch(gptype) { case GPT_VERTEX_PROGRAM: hr = getActiveD3D9Device()->SetVertexShader(NULL); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL"); } break; case GPT_FRAGMENT_PROGRAM: hr = getActiveD3D9Device()->SetPixelShader(NULL); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL"); } break; }; BS_INC_RENDER_STAT(NumGpuProgramBinds); RenderSystem::unbindGpuProgram(gptype); } void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams) { THROW_IF_NOT_CORE_THREAD; bindableParams->updateHardwareBuffers(); const GpuParamDesc& paramDesc = bindableParams->getParamDesc(); for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter) { HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot); if(samplerState == nullptr) setSamplerState(gptype, iter->second.slot, SamplerState::getDefault()); else setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr()); } for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter) { HTexture texture = bindableParams->getTexture(iter->second.slot); if(!texture.isLoaded()) setTexture(gptype, iter->second.slot, false, nullptr); else setTexture(gptype, iter->second.slot, true, texture.getInternalPtr()); } // Read all the buffer data so we can assign it. Not the most efficient way of accessing data // but it is required in order to have standardized buffer interface. UnorderedMap bufferData; for(auto& curParam : paramDesc.params) { UINT32 paramBlockSlot = curParam.second.paramBlockSlot; auto iterFind = bufferData.find(paramBlockSlot); if(iterFind == bufferData.end()) { GpuParamBlockBufferPtr paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot); UINT8* data = (UINT8*)bs_alloc(paramBlock->getSize()); paramBlock->readData(data); bufferData[paramBlockSlot] = data; } } HRESULT hr; switch(gptype) { case GPT_VERTEX_PROGRAM: { for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter) { const GpuParamDataDesc& paramDesc = iter->second; const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32); switch(paramDesc.type) { case GPDT_FLOAT1: case GPDT_FLOAT2: case GPDT_FLOAT3: case GPDT_FLOAT4: case GPDT_MATRIX_2X2: case GPDT_MATRIX_2X3: case GPDT_MATRIX_2X4: case GPDT_MATRIX_3X2: case GPDT_MATRIX_3X3: case GPDT_MATRIX_3X4: case GPDT_MATRIX_4X2: case GPDT_MATRIX_4X3: case GPDT_MATRIX_4X4: { UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize; assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9"); if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount))) BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters."); break; } case GPDT_INT1: case GPDT_INT2: case GPDT_INT3: case GPDT_INT4: { UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize; assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9"); if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount))) BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters."); break; } case GPDT_BOOL: if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize))) BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters."); break; } } } break; case GPT_FRAGMENT_PROGRAM: { for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter) { const GpuParamDataDesc& paramDesc = iter->second; const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32); switch(paramDesc.type) { case GPDT_FLOAT1: case GPDT_FLOAT2: case GPDT_FLOAT3: case GPDT_FLOAT4: case GPDT_MATRIX_2X2: case GPDT_MATRIX_2X3: case GPDT_MATRIX_2X4: case GPDT_MATRIX_3X2: case GPDT_MATRIX_3X3: case GPDT_MATRIX_3X4: case GPDT_MATRIX_4X2: case GPDT_MATRIX_4X3: case GPDT_MATRIX_4X4: { UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize; assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9"); if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount))) BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters."); break; } case GPDT_INT1: case GPDT_INT2: case GPDT_INT3: case GPDT_INT4: { UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize; assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9"); if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount))) BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters."); break; } case GPDT_BOOL: if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize))) BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters."); break; } } } break; }; for(auto& curBufferData : bufferData) { bs_free(curBufferData.second); } BS_INC_RENDER_STAT(NumGpuParamBufferBinds); } void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& tex) { THROW_IF_NOT_CORE_THREAD; if (tex != nullptr && !tex->isBindableAsShaderResource()) BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader."); if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM) { LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype)); return; } if(gptype == GPT_VERTEX_PROGRAM) { unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers } HRESULT hr; D3D9TexturePtr dt = std::static_pointer_cast(tex); if (enabled && (dt != nullptr)) { IDirect3DBaseTexture9 *pTex = dt->getTexture_internal(); if (mTexStageDesc[unit].pTex != pTex) { hr = getActiveD3D9Device()->SetTexture(static_cast(unit), pTex); if( hr != S_OK ) { String str = "Unable to set texture in D3D9"; BS_EXCEPT(RenderingAPIException, str); } // set stage desc. mTexStageDesc[unit].pTex = pTex; mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getTextureType()); // Set gamma now too if (dt->isHardwareGammaReadToBeUsed()) { setSamplerState(static_cast(unit), D3DSAMP_SRGBTEXTURE, TRUE); } else { setSamplerState(static_cast(unit), D3DSAMP_SRGBTEXTURE, FALSE); } BS_INC_RENDER_STAT(NumTextureBinds); BS_INC_RENDER_STAT(NumSamplerBinds); } } else { if (mTexStageDesc[unit].pTex != 0) { hr = getActiveD3D9Device()->SetTexture(static_cast(unit), 0); if( hr != S_OK ) { String str = "Unable to disable texture '" + toString(unit) + "' in D3D9"; BS_EXCEPT(RenderingAPIException, str); } BS_INC_RENDER_STAT(NumTextureBinds); } hr = setTextureStageState(static_cast(unit), D3DTSS_COLOROP, D3DTOP_DISABLE); if( hr != S_OK ) { String str = "Unable to disable texture '" + toString(unit) + "' in D3D9"; BS_EXCEPT(RenderingAPIException, str); } // set stage desc. to defaults mTexStageDesc[unit].pTex = 0; mTexStageDesc[unit].coordIndex = 0; mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL; } } void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state) { THROW_IF_NOT_CORE_THREAD; if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM) { LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype)); return; } if(gptype == GPT_VERTEX_PROGRAM) { unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers } // Set texture layer filtering setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN)); setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG)); setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP)); // Set texture layer filtering if (state->getTextureAnisotropy() > 0) setTextureAnisotropy(unit, state->getTextureAnisotropy()); // Set mipmap biasing setTextureMipmapBias(unit, state->getTextureMipmapBias()); // Texture addressing mode const UVWAddressingMode& uvw = state->getTextureAddressingMode(); setTextureAddressingMode(unit, uvw); // Set border color setTextureBorderColor(unit, state->getBorderColor()); BS_INC_RENDER_STAT(NumSamplerBinds); } void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState) { THROW_IF_NOT_CORE_THREAD; // Alpha to coverage setAlphaToCoverage(blendState->getAlphaToCoverageEnabled()); // Blend states // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one. if(blendState->getBlendEnabled(0)) { setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0) , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0)); } else { setSceneBlending(BF_ONE, BF_ZERO, BO_ADD); } // Color write mask UINT8 writeMask = blendState->getRenderTargetWriteMask(0); setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0); BS_INC_RENDER_STAT(NumBlendStateChanges); } void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState) { THROW_IF_NOT_CORE_THREAD; setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias()); setCullingMode(rasterizerState->getCullMode()); setPolygonMode(rasterizerState->getPolygonMode()); setScissorTestEnable(rasterizerState->getScissorEnable()); setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable()); setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable()); BS_INC_RENDER_STAT(NumRasterizerStateChanges); } void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) { THROW_IF_NOT_CORE_THREAD; // Set stencil buffer options setStencilCheckEnabled(depthStencilState->getStencilEnable()); setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true); setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true); setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false); setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false); setStencilBufferReadMask(depthStencilState->getStencilReadMask()); setStencilBufferWriteMask(depthStencilState->getStencilWriteMask()); // Set depth buffer options setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable()); setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable()); setDepthBufferFunction(depthStencilState->getDepthComparisonFunc()); // Set stencil ref value setStencilRefValue(stencilRefValue); BS_INC_RENDER_STAT(NumDepthStencilStateChanges); } void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias) { THROW_IF_NOT_CORE_THREAD; if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS)) { // ugh - have to pass float data through DWORD with no conversion HRESULT hr = setSamplerState(static_cast(unit), D3DSAMP_MIPMAPLODBIAS, *(DWORD*)&bias); if(FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias"); } } void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage, const UVWAddressingMode& uvw ) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( FAILED( hr = setSamplerState( static_cast(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" ); if( FAILED( hr = setSamplerState( static_cast(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V"); if( FAILED( hr = setSamplerState( static_cast(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W"); } void D3D9RenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( FAILED( hr = setSamplerState( static_cast(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour"); } void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op ) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( sourceFactor == BF_ONE && destFactor == BF_ZERO) { if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE))) BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option"); } else { if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE))) BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option"); if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE))) BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option"); if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set source blend"); if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set destination blend"); } if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op)))) BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option"); if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op)))) BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option"); } void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp ) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( sourceFactor == BF_ONE && destFactor == BF_ZERO && sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO) { if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE))) BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option"); } else { if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE))) BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option"); if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE))) BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option"); if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set source blend"); if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set destination blend"); if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend"); if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend"); } if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op)))) BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option"); if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp)))) BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option"); } void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if (func != CMPF_ALWAYS_PASS) { if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing"); } else { if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing"); } // Set always just be sure if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function"); if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF"); } void D3D9RenderSystem::setAlphaToCoverage(bool enable) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; static bool lasta2c = false; // Alpha to coverage if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE)) { // Vendor-specific hacks on renderstate, gotta love 'em if (getCapabilities()->getVendor() == GPU_NVIDIA) { if (enable) { if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option"); } else { if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option"); } } else if ((getCapabilities()->getVendor() == GPU_AMD)) { if (enable) { if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option"); } else { // discovered this through trial and error, seems to work if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option"); } } lasta2c = enable; } } void D3D9RenderSystem::setCullingMode(CullingMode mode) { THROW_IF_NOT_CORE_THREAD; mCullingMode = mode; HRESULT hr; if( FAILED (hr = setRenderState(D3DRS_CULLMODE, D3D9Mappings::get(mode, false))) ) BS_EXCEPT(RenderingAPIException, "Failed to set culling mode"); } void D3D9RenderSystem::setDepthBufferCheckEnabled(bool enabled) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( enabled ) hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE); else hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE); if(FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state"); } void D3D9RenderSystem::setDepthBufferWriteEnabled(bool enabled) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) ) BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state"); } void D3D9RenderSystem::setDepthBufferFunction(CompareFunction func) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) ) BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function"); } void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias) { THROW_IF_NOT_CORE_THREAD; if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0) { // Negate bias since D3D is backward // D3D also expresses the constant bias as an absolute value, rather than // relative to minimum depth unit, so scale to fit constantBias = -constantBias / 250000.0f; HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias"); } if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0) { // Negate bias since D3D is backward slopeScaleBias = -slopeScaleBias; HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias"); } } void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) { THROW_IF_NOT_CORE_THREAD; DWORD val = 0; if (red) val |= D3DCOLORWRITEENABLE_RED; if (green) val |= D3DCOLORWRITEENABLE_GREEN; if (blue) val |= D3DCOLORWRITEENABLE_BLUE; if (alpha) val |= D3DCOLORWRITEENABLE_ALPHA; HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags"); } void D3D9RenderSystem::setPolygonMode(PolygonMode level) { THROW_IF_NOT_CORE_THREAD; HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting polygon mode."); } void D3D9RenderSystem::setStencilCheckEnabled(bool enabled) { THROW_IF_NOT_CORE_THREAD; // Allow stencilling HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling."); if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL)) { hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode."); } else { hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode."); } } void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; // 2-sided operation if (ccw) { // fail op hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw)."); // depth fail op hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw)."); // pass op hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw)."); } else { // fail op hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw)."); // depth fail op hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw)."); // pass op hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw)."); } } void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw) { HRESULT hr; if(ccw) hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func)); else hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function."); } void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask) { HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask."); } void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask) { HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask."); } void D3D9RenderSystem::setStencilRefValue(UINT32 refValue) { THROW_IF_NOT_CORE_THREAD; HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value."); } void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType; hr = setSamplerState( static_cast(unit), D3D9Mappings::get(ftype), D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType)); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Failed to set texture filter "); } void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy) { THROW_IF_NOT_CORE_THREAD; if (static_cast(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy) maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy; if (getCurrentAnisotropy(unit) != maxAnisotropy) setSamplerState( static_cast(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy ); } void D3D9RenderSystem::setRenderTarget(RenderTargetPtr target) { THROW_IF_NOT_CORE_THREAD; mActiveRenderTarget = target; HRESULT hr; // Possibly change device if the target is a window if (target->getCore()->getProperties().isWindow()) { D3D9RenderWindow* window = static_cast(target.get()); mDeviceManager->setActiveRenderTargetDevice(window->getCore()->_getDevice()); window->getCore()->_validateDevice(); } // Retrieve render surfaces UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets(); IDirect3DSurface9** pBack = bs_newN(maxRenderTargets); memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets); target->getCore()->getCustomAttribute("DDBACKBUFFER", pBack); if (!pBack[0]) { bs_deleteN(pBack, maxRenderTargets); return; } IDirect3DSurface9* pDepth = NULL; if (!pDepth) target->getCore()->getCustomAttribute("D3DZBUFFER", &pDepth); // Bind render targets for(UINT32 x = 0; x < maxRenderTargets; ++x) { hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]); if (FAILED(hr)) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg); } } bs_deleteN(pBack, maxRenderTargets); hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth); if (FAILED(hr)) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg); } BS_INC_RENDER_STAT(NumRenderTargetChanges); } void D3D9RenderSystem::setViewport(Viewport vp) { THROW_IF_NOT_CORE_THREAD; // ok, it's different, time to set render target and viewport params D3DVIEWPORT9 d3dvp; HRESULT hr; // Set render target RenderTargetPtr target = vp.getTarget(); setRenderTarget(target); const RenderTargetProperties& rtProps = target->getCore()->getProperties(); setCullingMode( mCullingMode ); // Set viewport dimensions mViewportLeft = (UINT32)(rtProps.getWidth() * vp.getNormalizedX()); mViewportTop = (UINT32)(rtProps.getHeight() * vp.getNormalizedY()); mViewportWidth = (UINT32)(rtProps.getWidth() * vp.getNormalizedWidth()); mViewportHeight = (UINT32)(rtProps.getHeight() * vp.getNormalizedHeight()); d3dvp.X = mViewportLeft; d3dvp.Y = mViewportTop; d3dvp.Width = mViewportWidth; d3dvp.Height = mViewportHeight; if (target->requiresTextureFlipping()) { // Convert "top-left" to "bottom-left" d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y; } // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL) d3dvp.MinZ = 0.0f; d3dvp.MaxZ = 1.0f; if( FAILED( hr = getActiveD3D9Device()->SetViewport( &d3dvp ) ) ) BS_EXCEPT(RenderingAPIException, "Failed to set viewport."); // Set sRGB write mode setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled()); } void D3D9RenderSystem::beginFrame() { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if(FAILED(hr = getActiveD3D9Device()->BeginScene())) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg); } mDeviceManager->getActiveDevice()->clearDeviceStreams(); mIsFrameInProgress = true; } void D3D9RenderSystem::endFrame() { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if(FAILED(hr = getActiveD3D9Device()->EndScene())) BS_EXCEPT(RenderingAPIException, "Error ending frame"); mIsFrameInProgress = false; } void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl) { THROW_IF_NOT_CORE_THREAD; std::shared_ptr d3ddecl = std::static_pointer_cast(decl); HRESULT hr; if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration()))) { BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration"); } } void D3D9RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers) { THROW_IF_NOT_CORE_THREAD; UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers(); if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers) BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1)); HRESULT hr; for(UINT32 i = 0; i < numBuffers; i++) { if(buffers[i] != nullptr) { D3D9VertexBuffer* d3d9buf = static_cast(buffers[i].get()); hr = getActiveD3D9Device()->SetStreamSource( static_cast(index + i), d3d9buf->getD3D9VertexBuffer(), 0, static_cast(d3d9buf->getVertexSize()) // stride ); } else { hr = getActiveD3D9Device()->SetStreamSource(static_cast(index + i), nullptr, 0, 0); } if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding"); BS_INC_RENDER_STAT(NumVertexBufferBinds); } } void D3D9RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer) { THROW_IF_NOT_CORE_THREAD; D3D9IndexBuffer* d3dIdxBuf = static_cast(buffer.get()); HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() ); if (FAILED(hr)) BS_EXCEPT(RenderingAPIException, "Failed to set index buffer"); BS_INC_RENDER_STAT(NumIndexBufferBinds); } void D3D9RenderSystem::setDrawOperation(DrawOperationType op) { THROW_IF_NOT_CORE_THREAD; mCurrentDrawOperation = op; } void D3D9RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount) { UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount); HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast(vertexOffset), static_cast(primCount)); if(FAILED(hr)) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg); } BS_INC_RENDER_STAT(NumDrawCalls); BS_ADD_RENDER_STAT(NumVertices, vertexCount); BS_ADD_RENDER_STAT(NumPrimitives, primCount); } void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) { UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount); // do indexed draw operation HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive( getD3D9PrimitiveType(), static_cast(vertexOffset), 0, static_cast(vertexCount), static_cast(startIndex), static_cast(primCount) ); if(FAILED(hr)) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg); } BS_INC_RENDER_STAT(NumDrawCalls); BS_ADD_RENDER_STAT(NumVertices, vertexCount); BS_ADD_RENDER_STAT(NumPrimitives, primCount); } void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) { THROW_IF_NOT_CORE_THREAD; mScissorRect.left = static_cast(left); mScissorRect.top = static_cast(top); mScissorRect.bottom = static_cast(bottom); mScissorRect.right = static_cast(right); } void D3D9RenderSystem::setScissorTestEnable(bool enable) { THROW_IF_NOT_CORE_THREAD; HRESULT hr; if (enable) { if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE))) { BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr)); } if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect))) { BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr)); } } else { if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE))) { BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr)); } } } void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable) { HRESULT hr; if(enable) { if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE))) { BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr)); } } else { if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE))) { BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr)); } } } void D3D9RenderSystem::setAntialiasedLineEnable(bool enable) { HRESULT hr; if(enable) { if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE))) { BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr)); } } else { if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE))) { BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr)); } } } void D3D9RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil) { if(mActiveRenderTarget == nullptr) return; const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties(); Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight()); clearArea(buffers, color, depth, stencil, clearRect); } void D3D9RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil) { Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight); clearArea(buffers, color, depth, stencil, clearRect); } void D3D9RenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect) { THROW_IF_NOT_CORE_THREAD; if(mActiveRenderTarget == nullptr) return; DWORD flags = 0; if (buffers & FBT_COLOR) { flags |= D3DCLEAR_TARGET; } if (buffers & FBT_DEPTH) { flags |= D3DCLEAR_ZBUFFER; } // Only try to clear the stencil buffer if supported if (buffers & FBT_STENCIL) { flags |= D3DCLEAR_STENCIL; } const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties(); bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0; clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight()); if(!clearEntireTarget) { D3DRECT clearD3DRect; clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1); clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1); clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1); clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1); HRESULT hr; if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil))) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg); } } else { HRESULT hr; if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil))) { String msg = DXGetErrorDescription(hr); BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg); } } BS_INC_RENDER_STAT(NumClears); } IDirect3D9* D3D9RenderSystem::getDirect3D9() { THROW_IF_NOT_CORE_THREAD; return msD3D9RenderSystem->mpD3D; } UINT D3D9RenderSystem::getResourceCreationDeviceCount() { THROW_IF_NOT_CORE_THREAD; D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy(); if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE) { return 1; } else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES) { return msD3D9RenderSystem->mDeviceManager->getDeviceCount(); } BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy."); return 0; } IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index) { THROW_IF_NOT_CORE_THREAD; D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy(); IDirect3DDevice9* d3d9Device = NULL; if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE) { d3d9Device = msD3D9RenderSystem->getActiveD3D9Device(); } else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES) { d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device(); } else { BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy."); } return d3d9Device; } IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device() { THROW_IF_NOT_CORE_THREAD; D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice(); IDirect3DDevice9* d3d9Device; d3d9Device = activeDevice->getD3D9Device(); if (d3d9Device == nullptr) BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null."); return d3d9Device; } D3D9ResourceManager* D3D9RenderSystem::getResourceManager() { // No need to check if we're on core thread as this is synced up internally return msD3D9RenderSystem->mResourceManager; } D3D9DeviceManager* D3D9RenderSystem::getDeviceManager() { THROW_IF_NOT_CORE_THREAD; return msD3D9RenderSystem->mDeviceManager; } /************************************************************************/ /* UTILITY METHODS */ /************************************************************************/ float D3D9RenderSystem::getHorizontalTexelOffset() { // D3D considers the origin to be in the center of a pixel return -0.5f; } float D3D9RenderSystem::getVerticalTexelOffset() { // D3D considers the origin to be in the center of a pixel return -0.5f; } float D3D9RenderSystem::getMinimumDepthInputValue() { // Range [0.0f, 1.0f] return 0.0f; } float D3D9RenderSystem::getMaximumDepthInputValue() { // Range [0.0f, 1.0f] return 1.0f; } VertexElementType D3D9RenderSystem::getColorVertexElementType() const { return VET_COLOR_ARGB; } void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) { dest = matrix; // Convert depth range from [-1,+1] to [0,1] dest[2][0] = (dest[2][0] + dest[3][0]) / 2; dest[2][1] = (dest[2][1] + dest[3][1]) / 2; dest[2][2] = (dest[2][2] + dest[3][2]) / 2; dest[2][3] = (dest[2][3] + dest[3][3]) / 2; } /************************************************************************/ /* PRIVATE */ /************************************************************************/ D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const { if( !mDriverList ) mDriverList = bs_new(); return mDriverList; } D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const { switch(mCurrentDrawOperation) { case DOT_POINT_LIST: return D3DPT_POINTLIST; case DOT_LINE_LIST: return D3DPT_LINELIST; case DOT_LINE_STRIP: return D3DPT_LINESTRIP; case DOT_TRIANGLE_LIST: return D3DPT_TRIANGLELIST; case DOT_TRIANGLE_STRIP: return D3DPT_TRIANGLESTRIP; case DOT_TRIANGLE_FAN: return D3DPT_TRIANGLEFAN; } return D3DPT_TRIANGLELIST; } RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow) { RenderSystemCapabilities* rsc = mCurrentCapabilities; if (rsc == nullptr) rsc = bs_new(); rsc->setDriverVersion(mDriverVersion); rsc->setDeviceName(mActiveD3DDriver->getDriverDescription()); rsc->setRenderSystemName(getName()); // Init caps to maximum. rsc->setCapability(RSC_ANISOTROPY); rsc->setCapability(RSC_AUTOMIPMAP); rsc->setCapability(RSC_CUBEMAPPING); rsc->setCapability(RSC_TWO_SIDED_STENCIL); rsc->setCapability(RSC_STENCIL_WRAP); rsc->setCapability(RSC_HWOCCLUSION); rsc->setCapability(RSC_USER_CLIP_PLANES); rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4); rsc->setCapability(RSC_TEXTURE_3D); rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES); rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS); rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS); rsc->setCapability(RSC_POINT_SPRITES); rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS); rsc->setMaxPointSize(10.0); rsc->setCapability(RSC_MIPMAP_LOD_BIAS); rsc->setCapability(RSC_PERSTAGECONSTANT); rsc->setStencilBufferBitDepth(8); rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS); for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i) { D3D9Device* device = mDeviceManager->getDevice(i); IDirect3DDevice9* d3d9Device = device->getD3D9Device(); IDirect3DSurface9* pSurf; // Check for hardware stencil support d3d9Device->GetDepthStencilSurface(&pSurf); if (pSurf != nullptr) { D3DSURFACE_DESC surfDesc; pSurf->GetDesc(&surfDesc); pSurf->Release(); } // Check for hardware occlusion support HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL); if (FAILED(hr)) rsc->unsetCapability(RSC_HWOCCLUSION); } // Update RS caps using the minimum value found in adapter list. for (unsigned int i=0; i < mDriverList->count(); ++i) { D3D9Driver* pCurDriver = mDriverList->item(i); const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps(); rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification rsc->setMaxBoundVertexBuffers(static_cast(rkCurCaps.MaxStreams)); // Check for Anisotropy. if (rkCurCaps.MaxAnisotropy <= 1) rsc->unsetCapability(RSC_ANISOTROPY); // Check automatic mipmap generation. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0) rsc->unsetCapability(RSC_AUTOMIPMAP); // Two-sided stencil if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0) rsc->unsetCapability(RSC_TWO_SIDED_STENCIL); // stencil wrap if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 || (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0) rsc->unsetCapability(RSC_STENCIL_WRAP); // User clip planes if (rkCurCaps.MaxUserClipPlanes == 0) rsc->unsetCapability(RSC_USER_CLIP_PLANES); // UBYTE4 type? if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0) rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4); // Check cube map support. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0) rsc->unsetCapability(RSC_CUBEMAPPING); // 3D textures? if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0) rsc->unsetCapability(RSC_TEXTURE_3D); if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2) { // Conditional support for non POW2 if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)) rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES); } // Number of render targets if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets()) { rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS)); } if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0) { rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS); } // Point sprites if (rkCurCaps.MaxPointSize <= 1.0f) { rsc->unsetCapability(RSC_POINT_SPRITES); // sprites and extended parameters go together in D3D rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS); } // Take the minimum point size. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize()) rsc->setMaxPointSize(rkCurCaps.MaxPointSize); // Mipmap LOD biasing? if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0) rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS); // Do we support per-stage src_manual constants? // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly? // TODO: move this to RSC if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0) rsc->unsetCapability(RSC_PERSTAGECONSTANT); // Advanced blend operations? min max subtract rev if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0) rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS); } // We always support compression, D3DX will decompress if device does not support rsc->setCapability(RSC_TEXTURE_COMPRESSION); rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT); updateVertexShaderCaps(rsc); updatePixelShaderCaps(rsc); // Adapter details const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier(); // determine vendor // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id switch(adapterID.VendorId) { case 0x10DE: rsc->setVendor(GPU_NVIDIA); break; case 0x1002: rsc->setVendor(GPU_AMD); break; case 0x163C: case 0x8086: rsc->setVendor(GPU_INTEL); break; default: rsc->setVendor(GPU_UNKNOWN); break; }; rsc->setCapability(RSC_INFINITE_FAR_PLANE); // We always support rendertextures bigger than the frame buffer rsc->setCapability(RSC_HWRENDER_TO_TEXTURE); // Determine if any floating point texture format is supported D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F, D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F, D3DFMT_A32B32G32R32F}; IDirect3DSurface9* bbSurf; renderWindow->getCore()->getCustomAttribute("DDBACKBUFFER", &bbSurf); D3DSURFACE_DESC bbSurfDesc; bbSurf->GetDesc(&bbSurfDesc); for (int i = 0; i < 6; ++i) { if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(), D3DDEVTYPE_HAL, bbSurfDesc.Format, 0, D3DRTYPE_TEXTURE, floatFormats[i]))) { rsc->setCapability(RSC_TEXTURE_FLOAT); break; } } // Vertex textures if (rsc->isShaderProfileSupported("vs_3_0")) { rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH); rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4); rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) + rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM)); } else { rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM)); } // Check alpha to coverage support // this varies per vendor! But at least SM3 is required if (rsc->isShaderProfileSupported("ps_3_0")) { // NVIDIA needs a separate check if (rsc->getVendor() == GPU_NVIDIA) { if (mpD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK) { rsc->setCapability(RSC_ALPHA_TO_COVERAGE); } } else if (rsc->getVendor() == GPU_AMD) { // There is no check on ATI, we have to assume SM3 == support rsc->setCapability(RSC_ALPHA_TO_COVERAGE); } // no other cards have Dx9 hacks for alpha to coverage, as far as I know } if (mCurrentCapabilities == nullptr) { mCurrentCapabilities = rsc; mCurrentCapabilities->addShaderProfile("hlsl"); mCurrentCapabilities->addShaderProfile("cg"); if (mCurrentCapabilities->isShaderProfileSupported("hlsl")) GpuProgramManager::instance().addFactory(mHLSLProgramFactory); mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits(); mTexStageDesc = bs_newN(mNumTexStages); // set stages desc. to defaults for (UINT32 n = 0; n < mNumTexStages; n++) { mTexStageDesc[n].coordIndex = 0; mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL; mTexStageDesc[n].pTex = 0; mTexStageDesc[n].pVertexTex = 0; } } return rsc; } void D3D9RenderSystem::updateVertexShaderCaps(RenderSystemCapabilities* rsc) const { UINT16 major = 0xFF; UINT16 minor = 0xFF; D3DCAPS9 minVSCaps; // Find the device with the lowest vertex shader caps. for (unsigned int i=0; i < mDriverList->count(); ++i) { D3D9Driver* pCurDriver = mDriverList->item(i); const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps(); UINT16 currMajor = static_cast((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8); UINT16 currMinor = static_cast(rkCurCaps.VertexShaderVersion & 0x000000FF); if (currMajor < major) { major = currMajor; minor = currMinor; minVSCaps = rkCurCaps; } else if (currMajor == major && currMinor < minor) { minor = currMinor; minVSCaps = rkCurCaps; } } // In case we didn't found any vertex shader support // try the IDirect3DDevice9 caps instead of the IDirect3D9 // software vertex processing is reported there if (major == 0 && minor == 0) { IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device(); D3DCAPS9 d3dDeviceCaps9; lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9); major = static_cast((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8); minor = static_cast(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF); } bool vs2x = false; bool vs2a = false; // Special case detection for vs_2_x/a support if (major >= 2) { if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) && (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) && (minVSCaps.VS20Caps.NumTemps >= 12)) { vs2x = true; } if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) && (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) && (minVSCaps.VS20Caps.NumTemps >= 13)) { vs2a = true; } } // Populate max param count switch (major) { case 1: // No boolean params allowed rsc->setVertexProgramConstantBoolCount(0); // No integer params allowed rsc->setVertexProgramConstantIntCount(0); // float params, always 4D rsc->setVertexProgramConstantFloatCount(static_cast(minVSCaps.MaxVertexShaderConst)); break; case 2: // 16 boolean params allowed rsc->setVertexProgramConstantBoolCount(16); // 16 integer params allowed, 4D rsc->setVertexProgramConstantIntCount(16); // float params, always 4D rsc->setVertexProgramConstantFloatCount(static_cast(minVSCaps.MaxVertexShaderConst)); break; case 3: // 16 boolean params allowed rsc->setVertexProgramConstantBoolCount(16); // 16 integer params allowed, 4D rsc->setVertexProgramConstantIntCount(16); // float params, always 4D rsc->setVertexProgramConstantFloatCount(static_cast(minVSCaps.MaxVertexShaderConst)); break; } // populate syntax codes in program manager (no breaks in this one so it falls through) switch(major) { case 3: rsc->addShaderProfile("vs_3_0"); rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0"); case 2: if (vs2x) { rsc->addShaderProfile("vs_2_x"); rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x"); } if (vs2a) { rsc->addShaderProfile("vs_2_a"); rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a"); } rsc->addShaderProfile("vs_2_0"); rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0"); case 1: rsc->addShaderProfile("vs_1_1"); rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1"); } } void D3D9RenderSystem::updatePixelShaderCaps(RenderSystemCapabilities* rsc) const { UINT16 major = 0xFF; UINT16 minor = 0xFF; D3DCAPS9 minPSCaps; // Find the device with the lowest pixel shader caps. for (unsigned int i=0; i < mDriverList->count(); ++i) { D3D9Driver* pCurDriver = mDriverList->item(i); const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps(); UINT16 currMajor = static_cast((currCaps.PixelShaderVersion & 0x0000FF00) >> 8); UINT16 currMinor = static_cast(currCaps.PixelShaderVersion & 0x000000FF); if (currMajor < major) { major = currMajor; minor = currMinor; minPSCaps = currCaps; } else if (currMajor == major && currMinor < minor) { minor = currMinor; minPSCaps = currCaps; } } bool ps2a = false; bool ps2b = false; bool ps2x = false; // Special case detection for ps_2_x/a/b support if (major >= 2) { if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) && (minPSCaps.PS20Caps.NumTemps >= 32)) { ps2b = true; } if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) && (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) && (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) && (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) && (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) && (minPSCaps.PS20Caps.NumTemps >= 22)) { ps2a = true; } // Does this enough? if (ps2a || ps2b) { ps2x = true; } } switch (major) { case 1: // no boolean params allowed rsc->setFragmentProgramConstantBoolCount(0); // no integer params allowed rsc->setFragmentProgramConstantIntCount(0); // float params, always 4D rsc->setFragmentProgramConstantFloatCount(8); break; case 2: // 16 boolean params allowed rsc->setFragmentProgramConstantBoolCount(16); // 16 integer params allowed, 4D rsc->setFragmentProgramConstantIntCount(16); // float params, always 4D rsc->setFragmentProgramConstantFloatCount(32); break; case 3: // 16 boolean params allowed rsc->setFragmentProgramConstantBoolCount(16); // 16 integer params allowed, 4D rsc->setFragmentProgramConstantIntCount(16); // float params, always 4D rsc->setFragmentProgramConstantFloatCount(224); break; } // populate syntax codes in program manager (no breaks in this one so it falls through) switch(major) { case 3: if (minor > 0) { rsc->addShaderProfile("ps_3_x"); rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x"); } rsc->addShaderProfile("ps_3_0"); rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0"); case 2: if (ps2x) { rsc->addShaderProfile("ps_2_x"); rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x"); } if (ps2a) { rsc->addShaderProfile("ps_2_a"); rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a"); } if (ps2b) { rsc->addShaderProfile("ps_2_b"); rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b"); } rsc->addShaderProfile("ps_2_0"); rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0"); case 1: if (major > 1 || minor >= 4) { rsc->addShaderProfile("ps_1_4"); rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4"); } if (major > 1 || minor >= 3) { rsc->addShaderProfile("ps_1_3"); rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3"); } if (major > 1 || minor >= 2) { rsc->addShaderProfile("ps_1_2"); rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2"); } rsc->addShaderProfile("ps_1_1"); rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1"); } } String D3D9RenderSystem::getErrorDescription(long errorNumber) const { const String errMsg = DXGetErrorDescription(errorNumber); return errMsg; } void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D) { float plane[4] = { A, B, C, D }; getActiveD3D9Device()->SetClipPlane (index, plane); } void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable) { DWORD prev; getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev); setRenderState(D3DRS_CLIPPLANEENABLE, enable? (prev | (1 << index)) : (prev & ~(1 << index))); } void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device) { if (mIsFrameInProgress) { endFrame(); mRestoreFrameOnReset = true; } } void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device) { // Reset state attributes. mVertexProgramBound = false; mFragmentProgramBound = false; if (mRestoreFrameOnReset) { beginFrame(); mRestoreFrameOnReset = false; } } void D3D9RenderSystem::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, const String& multisampleHint, D3DFORMAT d3dPixelFormat, bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const { bool ok = false; bool qualityHint = multisampleHint.find("Quality") != String::npos; UINT32 origCount = multisampleCount; D3D9DriverList* driverList = getDirect3DDrivers(); D3D9Driver* deviceDriver = mActiveD3DDriver; D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device); for (UINT32 i = 0; i < driverList->count(); ++i) { D3D9Driver* currDriver = driverList->item(i); if (currDriver->getAdapterNumber() == device->getAdapterNumber()) { deviceDriver = currDriver; break; } } bool tryCSAA = false; // NVIDIA, prefer CSAA if available for 8+ // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but // if this is the first window, caps will not be initialised yet if (deviceDriver->getAdapterIdentifier().VendorId == 0x10DE && multisampleCount >= 8) { tryCSAA = true; } while (!ok) { // Deal with special cases if (tryCSAA) { // see http://developer.nvidia.com/object/coverage-sampled-aa.html switch(multisampleCount) { case 8: if (qualityHint) { *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES; *outMultisampleQuality = 0; } else { *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES; *outMultisampleQuality = 2; } break; case 16: if (qualityHint) { *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES; *outMultisampleQuality = 2; } else { *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES; *outMultisampleQuality = 4; } break; } } else // !CSAA { *outMultisampleType = (D3DMULTISAMPLE_TYPE)multisampleCount; *outMultisampleQuality = 0; } HRESULT hr; DWORD outQuality; hr = mpD3D->CheckDeviceMultiSampleType( deviceDriver->getAdapterNumber(), D3DDEVTYPE_HAL, d3dPixelFormat, !fullScreen, *outMultisampleType, &outQuality); if (SUCCEEDED(hr) && (!tryCSAA || outQuality > *outMultisampleQuality)) { ok = true; } else { // downgrade if (tryCSAA && multisampleCount == 8) { // for CSAA, we'll try downgrading with quality mode at all samples. // then try without quality, then drop CSAA if (qualityHint) { // drop quality first qualityHint = false; } else { // drop CSAA entirely tryCSAA = false; } // return to original requested samples multisampleCount = origCount; } else { // drop samples --multisampleCount; if (multisampleCount == 1) { // ran out of options, no multisampling multisampleCount = 0; ok = true; } } } } // while !ok } void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes) { size_t i; size_t numClipPlanes; D3DXPLANE dx9ClipPlane; DWORD mask = 0; HRESULT hr; numClipPlanes = clipPlanes.size(); for (i = 0; i < numClipPlanes; ++i) { const Plane& plane = clipPlanes[i]; dx9ClipPlane.a = plane.normal.x; dx9ClipPlane.b = plane.normal.y; dx9ClipPlane.c = plane.normal.z; dx9ClipPlane.d = plane.d; // TODO Low priority - Transform planes to clip space? hr = getActiveD3D9Device()->SetClipPlane(static_cast(i), dx9ClipPlane); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Unable to set clip plane"); } mask |= (1 << i); } hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask); if (FAILED(hr)) { BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes"); } } HRESULT D3D9RenderSystem::setRenderState(D3DRENDERSTATETYPE state, DWORD value) { return getActiveD3D9Device()->SetRenderState(state, value); } HRESULT D3D9RenderSystem::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value) { return getActiveD3D9Device()->SetSamplerState(sampler, type, value); } HRESULT D3D9RenderSystem::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value) { if (stage < 8) return getActiveD3D9Device()->SetTextureStageState(stage, type, value); else return D3D_OK; } DWORD D3D9RenderSystem::getCurrentAnisotropy(UINT32 unit) { DWORD oldVal; getActiveD3D9Device()->GetSamplerState(static_cast(unit), D3DSAMP_MAXANISOTROPY, &oldVal); return oldVal; } }