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- #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<D3D9ResourceManager>();
- // 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<D3D9DeviceManager>();
- // Also create hardware buffer manager
- HardwareBufferManager::startUp<D3D9HardwareBufferManager>();
- // Create & register HLSL factory
- mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
- // Create render window manager
- RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
- // Create render state manager
- RenderStateManager::startUp();
- // Create primary window and finalize initialization
- RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
- D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(primaryWindow.get());
- updateRenderSystemCapabilities(d3d9renderWindow);
- // Create the texture manager for use by others
- TextureManager::startUp<D3D9TextureManager>();
- QueryManager::startUp<D3D9QueryManager>();
- // 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<D3D9RenderWindowCore*>(&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<GpuProgram>(prg->getThisPtr());
- HRESULT hr;
- switch (bindingPrg->getType())
- {
- case GPT_VERTEX_PROGRAM:
- hr = getActiveD3D9Device()->SetVertexShader(
- static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
- if (FAILED(hr))
- {
- BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
- }
- break;
- case GPT_FRAGMENT_PROGRAM:
- hr = getActiveD3D9Device()->SetPixelShader(
- static_cast<D3D9GpuFragmentProgram*>(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<UINT32, UINT8*> 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<ScratchAlloc>(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<ScratchAlloc>(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->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<D3D9Texture>(tex);
- if (enabled && (dt != nullptr))
- {
- IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
- if (mTexStageDesc[unit].pTex != pTex)
- {
- hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(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<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
- }
- else
- {
- setSamplerState(static_cast<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(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<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
- maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
- if (getCurrentAnisotropy(unit) != maxAnisotropy)
- setSamplerState( static_cast<DWORD>(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<D3D9RenderWindow*>(target.get());
- mDeviceManager->setActiveRenderTargetDevice(window->getCore()->_getDevice());
- window->getCore()->_validateDevice();
- }
- // Retrieve render surfaces
- UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
- IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
- memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
- target->getCore()->getCustomAttribute("DDBACKBUFFER", pBack);
- if (!pBack[0])
- {
- bs_deleteN<ScratchAlloc>(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<ScratchAlloc>(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<D3D9VertexDeclaration> d3ddecl = std::static_pointer_cast<D3D9VertexDeclaration>(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<D3D9VertexBuffer*>(buffers[i].get());
- hr = getActiveD3D9Device()->SetStreamSource(
- static_cast<UINT>(index + i),
- d3d9buf->getD3D9VertexBuffer(),
- 0,
- static_cast<UINT>(d3d9buf->getVertexSize()) // stride
- );
- }
- else
- {
- hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(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<D3D9IndexBuffer*>(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<UINT>(vertexOffset), static_cast<UINT>(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<UINT>(vertexOffset),
- 0,
- static_cast<UINT>(vertexCount),
- static_cast<UINT>(startIndex),
- static_cast<UINT>(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<LONG>(left);
- mScissorRect.top = static_cast<LONG>(top);
- mScissorRect.bottom = static_cast<LONG>(bottom);
- mScissorRect.right = static_cast<LONG>(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]
- // D3D inverts even identity view matrices, so maximum INPUT is -1.0
- return -1.0f;
- }
- VertexElementType D3D9RenderSystem::getColorVertexElementType() const
- {
- return VET_COLOR_ARGB;
- }
- void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
- {
- 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;
- if (!forGpuProgram)
- {
- // Convert right-handed to left-handed
- dest[0][2] = -dest[0][2];
- dest[1][2] = -dest[1][2];
- dest[2][2] = -dest[2][2];
- dest[3][2] = -dest[3][2];
- }
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const
- {
- if( !mDriverList )
- mDriverList = bs_new<D3D9DriverList>();
- 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<RenderSystemCapabilities>();
- 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<UINT32>(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<sD3DTextureStageDesc>(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<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
- UINT16 currMinor = static_cast<UINT16>(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<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
- minor = static_cast<UINT16>(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<UINT16>(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<UINT16>(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<UINT16>(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<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
- UINT16 currMinor = static_cast<UINT16>(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_PS_3_x, "ps_3_x");
- }
- rsc->addShaderProfile("ps_3_0");
- rsc->addGpuProgramProfile(GPP_PS_3_0, "ps_3_0");
- case 2:
- if (ps2x)
- {
- rsc->addShaderProfile("ps_2_x");
- rsc->addGpuProgramProfile(GPP_PS_2_x, "ps_2_x");
- }
- if (ps2a)
- {
- rsc->addShaderProfile("ps_2_a");
- rsc->addGpuProgramProfile(GPP_PS_2_a, "ps_2_a");
- }
- if (ps2b)
- {
- rsc->addShaderProfile("ps_2_b");
- rsc->addGpuProgramProfile(GPP_PS_2_b, "ps_2_b");
- }
- rsc->addShaderProfile("ps_2_0");
- rsc->addGpuProgramProfile(GPP_PS_2_0, "ps_2_0");
- case 1:
- if (major > 1 || minor >= 4)
- {
- rsc->addShaderProfile("ps_1_4");
- rsc->addGpuProgramProfile(GPP_PS_1_4, "ps_1_4");
- }
- if (major > 1 || minor >= 3)
- {
- rsc->addShaderProfile("ps_1_3");
- rsc->addGpuProgramProfile(GPP_PS_1_3, "ps_1_3");
- }
- if (major > 1 || minor >= 2)
- {
- rsc->addShaderProfile("ps_1_2");
- rsc->addGpuProgramProfile(GPP_PS_1_2, "ps_1_2");
- }
- rsc->addShaderProfile("ps_1_1");
- rsc->addGpuProgramProfile(GPP_PS_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<DWORD>(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<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
- return oldVal;
- }
- }
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