BsD3D9RenderSystem.cpp 69 KB

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  1. #include "BsD3D9RenderSystem.h"
  2. #include "BsD3D9Prerequisites.h"
  3. #include "BsD3D9DriverList.h"
  4. #include "BsD3D9Driver.h"
  5. #include "BsD3D9RenderWindow.h"
  6. #include "BsD3D9TextureManager.h"
  7. #include "BsD3D9Texture.h"
  8. #include "BsMath.h"
  9. #include "BsD3D9HardwareBufferManager.h"
  10. #include "BsD3D9IndexBuffer.h"
  11. #include "BsD3D9VertexBuffer.h"
  12. #include "BsD3D9VertexDeclaration.h"
  13. #include "BsD3D9GpuProgram.h"
  14. #include "BsD3D9HLSLProgramFactory.h"
  15. #include "BsD3D9OcclusionQuery.h"
  16. #include "BsD3D9DeviceManager.h"
  17. #include "BsD3D9ResourceManager.h"
  18. #include "BsD3D9RenderWindowManager.h"
  19. #include "BsGpuProgramManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsAsyncOp.h"
  22. #include "BsBlendState.h"
  23. #include "BsRasterizerState.h"
  24. #include "BsDepthStencilState.h"
  25. #include "BsGpuParams.h"
  26. #include "BsGpuParamDesc.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsCoreThread.h"
  29. #include "BsD3D9QueryManager.h"
  30. #include "BsDebug.h"
  31. #include "BsRenderStats.h"
  32. namespace BansheeEngine
  33. {
  34. D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = nullptr;
  35. D3D9RenderSystem::D3D9RenderSystem(HINSTANCE hInstance)
  36. : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  37. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  38. mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance),
  39. mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr),
  40. mDeviceManager(nullptr), mResourceManager(nullptr)
  41. {
  42. msD3D9RenderSystem = this;
  43. mScissorRect.left = 0;
  44. mScissorRect.right = 1280;
  45. mScissorRect.top = 0;
  46. mScissorRect.bottom = 720;
  47. }
  48. D3D9RenderSystem::~D3D9RenderSystem()
  49. {
  50. }
  51. const String& D3D9RenderSystem::getName() const
  52. {
  53. static String strName( "D3D9RenderSystem");
  54. return strName;
  55. }
  56. const String& D3D9RenderSystem::getShadingLanguageName() const
  57. {
  58. static String strName("hlsl");
  59. return strName;
  60. }
  61. void D3D9RenderSystem::initialize_internal(AsyncOp& asyncOp)
  62. {
  63. THROW_IF_NOT_CORE_THREAD;
  64. // Create the resource manager.
  65. mResourceManager = bs_new<D3D9ResourceManager>();
  66. // Create our Direct3D object
  67. if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) )
  68. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  69. RenderWindow* autoWindow = NULL;
  70. // Init using current settings
  71. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  72. if( !mActiveD3DDriver )
  73. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  74. // get driver version
  75. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  76. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  77. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  78. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  79. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  80. // Create the device manager.
  81. mDeviceManager = bs_new<D3D9DeviceManager>();
  82. // Also create hardware buffer manager
  83. HardwareBufferManager::startUp<D3D9HardwareBufferManager>();
  84. HardwareBufferCoreManager::startUp<D3D9HardwareBufferCoreManager>();
  85. // Create & register HLSL factory
  86. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  87. // Create render window manager
  88. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  89. // Create render state manager
  90. RenderStateManager::startUp();
  91. // Create primary window and finalize initialization
  92. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  93. D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(primaryWindow.get());
  94. updateRenderSystemCapabilities(d3d9renderWindow);
  95. // Create the texture manager for use by others
  96. TextureManager::startUp<D3D9TextureManager>();
  97. QueryManager::startUp<D3D9QueryManager>();
  98. // call superclass method
  99. RenderSystem::initialize_internal(asyncOp);
  100. asyncOp._completeOperation(primaryWindow);
  101. }
  102. void D3D9RenderSystem::destroy_internal()
  103. {
  104. if(mTexStageDesc != nullptr)
  105. {
  106. bs_deleteN(mTexStageDesc, mNumTexStages);
  107. mTexStageDesc = nullptr;
  108. }
  109. RenderSystem::destroy_internal();
  110. if(mDeviceManager != nullptr)
  111. {
  112. bs_delete(mDeviceManager);
  113. mDeviceManager = nullptr;
  114. }
  115. if(mDriverList != nullptr)
  116. {
  117. bs_delete(mDriverList);
  118. mDriverList = nullptr;
  119. }
  120. mActiveD3DDriver = NULL;
  121. QueryManager::shutDown();
  122. TextureManager::shutDown();
  123. HardwareBufferCoreManager::shutDown();
  124. HardwareBufferManager::shutDown();
  125. RenderWindowManager::shutDown();
  126. RenderStateManager::shutDown();
  127. // Deleting the HLSL program factory
  128. if (mHLSLProgramFactory)
  129. {
  130. GpuProgramManager::instance().removeFactory(mHLSLProgramFactory);
  131. bs_delete(mHLSLProgramFactory);
  132. mHLSLProgramFactory = 0;
  133. }
  134. SAFE_RELEASE(mpD3D);
  135. if(mResourceManager != nullptr)
  136. {
  137. bs_delete(mResourceManager);
  138. mResourceManager = nullptr;
  139. }
  140. msD3D9RenderSystem = NULL;
  141. }
  142. void D3D9RenderSystem::registerWindow(RenderWindowCore& renderWindow)
  143. {
  144. THROW_IF_NOT_CORE_THREAD;
  145. D3D9RenderWindowCore* d3d9renderWindow = static_cast<D3D9RenderWindowCore*>(&renderWindow);
  146. String msg;
  147. mResourceManager->lockDeviceAccess();
  148. try
  149. {
  150. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  151. }
  152. catch (const BansheeEngine::RenderingAPIException&)
  153. {
  154. // after catching the exception, clean up
  155. mResourceManager->unlockDeviceAccess();
  156. // re-throw
  157. throw;
  158. }
  159. mResourceManager->unlockDeviceAccess();
  160. }
  161. void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg)
  162. {
  163. THROW_IF_NOT_CORE_THREAD;
  164. if(!prg.isLoaded())
  165. return;
  166. GpuProgramPtr bindingPrg = std::static_pointer_cast<GpuProgram>(prg->getThisPtr());
  167. HRESULT hr;
  168. switch (bindingPrg->getType())
  169. {
  170. case GPT_VERTEX_PROGRAM:
  171. hr = getActiveD3D9Device()->SetVertexShader(
  172. static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
  173. if (FAILED(hr))
  174. {
  175. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  176. }
  177. break;
  178. case GPT_FRAGMENT_PROGRAM:
  179. hr = getActiveD3D9Device()->SetPixelShader(
  180. static_cast<D3D9GpuFragmentProgram*>(bindingPrg.get())->getPixelShader());
  181. if (FAILED(hr))
  182. {
  183. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  184. }
  185. break;
  186. };
  187. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  188. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  189. // This solves such an errors when working with the Debug runtime -
  190. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  191. for (unsigned int nStage=0; nStage < 8; ++nStage)
  192. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  193. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  194. RenderSystem::bindGpuProgram(prg);
  195. }
  196. void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. HRESULT hr;
  200. switch(gptype)
  201. {
  202. case GPT_VERTEX_PROGRAM:
  203. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  204. if (FAILED(hr))
  205. {
  206. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  207. }
  208. break;
  209. case GPT_FRAGMENT_PROGRAM:
  210. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  211. if (FAILED(hr))
  212. {
  213. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  214. }
  215. break;
  216. };
  217. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  218. RenderSystem::unbindGpuProgram(gptype);
  219. }
  220. void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  221. {
  222. THROW_IF_NOT_CORE_THREAD;
  223. bindableParams->updateHardwareBuffers();
  224. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  225. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  226. {
  227. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  228. if(samplerState == nullptr)
  229. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  230. else
  231. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  232. }
  233. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  234. {
  235. if (bindableParams->isLoadStoreTexture(iter->second.slot))
  236. continue; // Not supported by DX9
  237. HTexture texture = bindableParams->getTexture(iter->second.slot);
  238. if(!texture.isLoaded())
  239. setTexture(gptype, iter->second.slot, false, nullptr);
  240. else
  241. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  242. }
  243. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  244. // but it is required in order to have standardized buffer interface.
  245. UnorderedMap<UINT32, UINT8*> bufferData;
  246. for(auto& curParam : paramDesc.params)
  247. {
  248. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  249. auto iterFind = bufferData.find(paramBlockSlot);
  250. if(iterFind == bufferData.end())
  251. {
  252. GpuParamBlockBufferPtr paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  253. UINT8* data = (UINT8*)bs_alloc<ScratchAlloc>(paramBlock->getSize());
  254. paramBlock->readData(data);
  255. bufferData[paramBlockSlot] = data;
  256. }
  257. }
  258. HRESULT hr;
  259. switch(gptype)
  260. {
  261. case GPT_VERTEX_PROGRAM:
  262. {
  263. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  264. {
  265. const GpuParamDataDesc& paramDesc = iter->second;
  266. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  267. switch(paramDesc.type)
  268. {
  269. case GPDT_FLOAT1:
  270. case GPDT_FLOAT2:
  271. case GPDT_FLOAT3:
  272. case GPDT_FLOAT4:
  273. case GPDT_MATRIX_2X2:
  274. case GPDT_MATRIX_2X3:
  275. case GPDT_MATRIX_2X4:
  276. case GPDT_MATRIX_3X2:
  277. case GPDT_MATRIX_3X3:
  278. case GPDT_MATRIX_3X4:
  279. case GPDT_MATRIX_4X2:
  280. case GPDT_MATRIX_4X3:
  281. case GPDT_MATRIX_4X4:
  282. {
  283. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  284. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  285. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  286. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  287. break;
  288. }
  289. case GPDT_INT1:
  290. case GPDT_INT2:
  291. case GPDT_INT3:
  292. case GPDT_INT4:
  293. {
  294. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  295. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  296. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  297. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  298. break;
  299. }
  300. case GPDT_BOOL:
  301. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  302. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  303. break;
  304. }
  305. }
  306. }
  307. break;
  308. case GPT_FRAGMENT_PROGRAM:
  309. {
  310. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  311. {
  312. const GpuParamDataDesc& paramDesc = iter->second;
  313. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  314. switch(paramDesc.type)
  315. {
  316. case GPDT_FLOAT1:
  317. case GPDT_FLOAT2:
  318. case GPDT_FLOAT3:
  319. case GPDT_FLOAT4:
  320. case GPDT_MATRIX_2X2:
  321. case GPDT_MATRIX_2X3:
  322. case GPDT_MATRIX_2X4:
  323. case GPDT_MATRIX_3X2:
  324. case GPDT_MATRIX_3X3:
  325. case GPDT_MATRIX_3X4:
  326. case GPDT_MATRIX_4X2:
  327. case GPDT_MATRIX_4X3:
  328. case GPDT_MATRIX_4X4:
  329. {
  330. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  331. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  332. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  333. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  334. break;
  335. }
  336. case GPDT_INT1:
  337. case GPDT_INT2:
  338. case GPDT_INT3:
  339. case GPDT_INT4:
  340. {
  341. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  342. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  343. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  344. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  345. break;
  346. }
  347. case GPDT_BOOL:
  348. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  349. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  350. break;
  351. }
  352. }
  353. }
  354. break;
  355. };
  356. for(auto& curBufferData : bufferData)
  357. {
  358. bs_free<ScratchAlloc>(curBufferData.second);
  359. }
  360. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  361. }
  362. void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& tex)
  363. {
  364. THROW_IF_NOT_CORE_THREAD;
  365. if (tex != nullptr && !tex->isBindableAsShaderResource())
  366. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  367. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  368. {
  369. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  370. return;
  371. }
  372. if(gptype == GPT_VERTEX_PROGRAM)
  373. {
  374. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  375. }
  376. HRESULT hr;
  377. D3D9TexturePtr dt = std::static_pointer_cast<D3D9Texture>(tex);
  378. if (enabled && (dt != nullptr))
  379. {
  380. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  381. if (mTexStageDesc[unit].pTex != pTex)
  382. {
  383. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  384. if( hr != S_OK )
  385. {
  386. String str = "Unable to set texture in D3D9";
  387. BS_EXCEPT(RenderingAPIException, str);
  388. }
  389. // set stage desc.
  390. mTexStageDesc[unit].pTex = pTex;
  391. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getTextureType());
  392. // Set gamma now too
  393. if (dt->isHardwareGammaReadToBeUsed())
  394. {
  395. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  396. }
  397. else
  398. {
  399. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  400. }
  401. BS_INC_RENDER_STAT(NumTextureBinds);
  402. BS_INC_RENDER_STAT(NumSamplerBinds);
  403. }
  404. }
  405. else
  406. {
  407. if (mTexStageDesc[unit].pTex != 0)
  408. {
  409. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  410. if( hr != S_OK )
  411. {
  412. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  413. BS_EXCEPT(RenderingAPIException, str);
  414. }
  415. BS_INC_RENDER_STAT(NumTextureBinds);
  416. }
  417. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  418. if( hr != S_OK )
  419. {
  420. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  421. BS_EXCEPT(RenderingAPIException, str);
  422. }
  423. // set stage desc. to defaults
  424. mTexStageDesc[unit].pTex = 0;
  425. mTexStageDesc[unit].coordIndex = 0;
  426. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  427. }
  428. }
  429. void D3D9RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  430. const TextureSurface& surface)
  431. {
  432. THROW_IF_NOT_CORE_THREAD;
  433. LOGWRN("Texture random load/store not supported on DX9.");
  434. }
  435. void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  436. {
  437. THROW_IF_NOT_CORE_THREAD;
  438. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  439. {
  440. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  441. return;
  442. }
  443. if(gptype == GPT_VERTEX_PROGRAM)
  444. {
  445. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  446. }
  447. // Set texture layer filtering
  448. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  449. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  450. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  451. // Set texture layer filtering
  452. if (state->getTextureAnisotropy() > 0)
  453. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  454. // Set mipmap biasing
  455. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  456. // Texture addressing mode
  457. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  458. setTextureAddressingMode(unit, uvw);
  459. // Set border color
  460. setTextureBorderColor(unit, state->getBorderColor());
  461. BS_INC_RENDER_STAT(NumSamplerBinds);
  462. }
  463. void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState)
  464. {
  465. THROW_IF_NOT_CORE_THREAD;
  466. // Alpha to coverage
  467. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  468. // Blend states
  469. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  470. if(blendState->getBlendEnabled(0))
  471. {
  472. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
  473. , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  474. }
  475. else
  476. {
  477. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  478. }
  479. // Color write mask
  480. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  481. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  482. BS_INC_RENDER_STAT(NumBlendStateChanges);
  483. }
  484. void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  485. {
  486. THROW_IF_NOT_CORE_THREAD;
  487. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  488. setCullingMode(rasterizerState->getCullMode());
  489. setPolygonMode(rasterizerState->getPolygonMode());
  490. setScissorTestEnable(rasterizerState->getScissorEnable());
  491. setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable());
  492. setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable());
  493. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  494. }
  495. void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  496. {
  497. THROW_IF_NOT_CORE_THREAD;
  498. // Set stencil buffer options
  499. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  500. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  501. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true);
  502. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  503. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false);
  504. setStencilBufferReadMask(depthStencilState->getStencilReadMask());
  505. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  506. // Set depth buffer options
  507. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  508. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  509. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  510. // Set stencil ref value
  511. setStencilRefValue(stencilRefValue);
  512. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  513. }
  514. void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias)
  515. {
  516. THROW_IF_NOT_CORE_THREAD;
  517. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  518. {
  519. // ugh - have to pass float data through DWORD with no conversion
  520. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  521. *(DWORD*)&bias);
  522. if(FAILED(hr))
  523. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  524. }
  525. }
  526. void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage,
  527. const UVWAddressingMode& uvw )
  528. {
  529. THROW_IF_NOT_CORE_THREAD;
  530. HRESULT hr;
  531. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  532. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  533. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  534. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  535. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  536. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  537. }
  538. void D3D9RenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. HRESULT hr;
  542. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  543. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  544. }
  545. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  546. {
  547. THROW_IF_NOT_CORE_THREAD;
  548. HRESULT hr;
  549. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  550. {
  551. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  552. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  553. }
  554. else
  555. {
  556. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  557. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  558. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  559. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  560. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  561. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  562. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  563. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  564. }
  565. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  566. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  567. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  568. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  569. }
  570. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  571. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  572. {
  573. THROW_IF_NOT_CORE_THREAD;
  574. HRESULT hr;
  575. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  576. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  577. {
  578. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  579. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  580. }
  581. else
  582. {
  583. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  584. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  585. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  586. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  587. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  588. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  589. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  590. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  591. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  592. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  593. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  594. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  595. }
  596. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  597. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  598. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  599. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  600. }
  601. void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  602. {
  603. THROW_IF_NOT_CORE_THREAD;
  604. HRESULT hr;
  605. if (func != CMPF_ALWAYS_PASS)
  606. {
  607. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  608. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  609. }
  610. else
  611. {
  612. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  613. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  614. }
  615. // Set always just be sure
  616. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  617. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  618. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  619. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  620. }
  621. void D3D9RenderSystem::setAlphaToCoverage(bool enable)
  622. {
  623. THROW_IF_NOT_CORE_THREAD;
  624. HRESULT hr;
  625. static bool lasta2c = false;
  626. // Alpha to coverage
  627. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  628. {
  629. // Vendor-specific hacks on renderstate, gotta love 'em
  630. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  631. {
  632. if (enable)
  633. {
  634. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  635. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  636. }
  637. else
  638. {
  639. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  640. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  641. }
  642. }
  643. else if ((getCapabilities()->getVendor() == GPU_AMD))
  644. {
  645. if (enable)
  646. {
  647. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  648. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  649. }
  650. else
  651. {
  652. // discovered this through trial and error, seems to work
  653. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  654. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  655. }
  656. }
  657. lasta2c = enable;
  658. }
  659. }
  660. void D3D9RenderSystem::setCullingMode(CullingMode mode)
  661. {
  662. THROW_IF_NOT_CORE_THREAD;
  663. mCullingMode = mode;
  664. HRESULT hr;
  665. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  666. D3D9Mappings::get(mode, false))) )
  667. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  668. }
  669. void D3D9RenderSystem::setDepthBufferCheckEnabled(bool enabled)
  670. {
  671. THROW_IF_NOT_CORE_THREAD;
  672. HRESULT hr;
  673. if( enabled )
  674. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  675. else
  676. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  677. if(FAILED(hr))
  678. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  679. }
  680. void D3D9RenderSystem::setDepthBufferWriteEnabled(bool enabled)
  681. {
  682. THROW_IF_NOT_CORE_THREAD;
  683. HRESULT hr;
  684. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  685. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  686. }
  687. void D3D9RenderSystem::setDepthBufferFunction(CompareFunction func)
  688. {
  689. THROW_IF_NOT_CORE_THREAD;
  690. HRESULT hr;
  691. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  692. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  693. }
  694. void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  695. {
  696. THROW_IF_NOT_CORE_THREAD;
  697. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  698. {
  699. // Negate bias since D3D is backward
  700. // D3D also expresses the constant bias as an absolute value, rather than
  701. // relative to minimum depth unit, so scale to fit
  702. constantBias = -constantBias / 250000.0f;
  703. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  704. if (FAILED(hr))
  705. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  706. }
  707. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  708. {
  709. // Negate bias since D3D is backward
  710. slopeScaleBias = -slopeScaleBias;
  711. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  712. if (FAILED(hr))
  713. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  714. }
  715. }
  716. void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  717. {
  718. THROW_IF_NOT_CORE_THREAD;
  719. DWORD val = 0;
  720. if (red)
  721. val |= D3DCOLORWRITEENABLE_RED;
  722. if (green)
  723. val |= D3DCOLORWRITEENABLE_GREEN;
  724. if (blue)
  725. val |= D3DCOLORWRITEENABLE_BLUE;
  726. if (alpha)
  727. val |= D3DCOLORWRITEENABLE_ALPHA;
  728. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  729. if (FAILED(hr))
  730. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  731. }
  732. void D3D9RenderSystem::setPolygonMode(PolygonMode level)
  733. {
  734. THROW_IF_NOT_CORE_THREAD;
  735. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  736. if (FAILED(hr))
  737. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  738. }
  739. void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
  740. {
  741. THROW_IF_NOT_CORE_THREAD;
  742. // Allow stencilling
  743. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  744. if (FAILED(hr))
  745. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  746. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  747. {
  748. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  749. if (FAILED(hr))
  750. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  751. }
  752. else
  753. {
  754. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  755. if (FAILED(hr))
  756. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  757. }
  758. }
  759. void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  760. {
  761. THROW_IF_NOT_CORE_THREAD;
  762. HRESULT hr;
  763. // 2-sided operation
  764. if (ccw)
  765. {
  766. // fail op
  767. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  768. if (FAILED(hr))
  769. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  770. // depth fail op
  771. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  772. if (FAILED(hr))
  773. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  774. // pass op
  775. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  776. if (FAILED(hr))
  777. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  778. }
  779. else
  780. {
  781. // fail op
  782. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  783. if (FAILED(hr))
  784. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  785. // depth fail op
  786. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  787. if (FAILED(hr))
  788. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  789. // pass op
  790. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  791. if (FAILED(hr))
  792. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  793. }
  794. }
  795. void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw)
  796. {
  797. HRESULT hr;
  798. if(ccw)
  799. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  800. else
  801. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  802. if (FAILED(hr))
  803. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  804. }
  805. void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask)
  806. {
  807. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  808. if (FAILED(hr))
  809. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  810. }
  811. void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask)
  812. {
  813. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  814. if (FAILED(hr))
  815. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  816. }
  817. void D3D9RenderSystem::setStencilRefValue(UINT32 refValue)
  818. {
  819. THROW_IF_NOT_CORE_THREAD;
  820. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  821. if (FAILED(hr))
  822. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  823. }
  824. void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  825. {
  826. THROW_IF_NOT_CORE_THREAD;
  827. HRESULT hr;
  828. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  829. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  830. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  831. if (FAILED(hr))
  832. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  833. }
  834. void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  835. {
  836. THROW_IF_NOT_CORE_THREAD;
  837. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  838. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  839. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  840. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  841. }
  842. void D3D9RenderSystem::setRenderTarget(RenderTargetPtr target)
  843. {
  844. THROW_IF_NOT_CORE_THREAD;
  845. mActiveRenderTarget = target;
  846. HRESULT hr;
  847. // Possibly change device if the target is a window
  848. if (target->getCore()->getProperties().isWindow())
  849. {
  850. D3D9RenderWindow* window = static_cast<D3D9RenderWindow*>(target.get());
  851. mDeviceManager->setActiveRenderTargetDevice(window->getCore()->_getDevice());
  852. window->getCore()->_validateDevice();
  853. }
  854. // Retrieve render surfaces
  855. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  856. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  857. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  858. target->getCore()->getCustomAttribute("DDBACKBUFFER", pBack);
  859. if (!pBack[0])
  860. {
  861. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  862. return;
  863. }
  864. IDirect3DSurface9* pDepth = NULL;
  865. if (!pDepth)
  866. target->getCore()->getCustomAttribute("D3DZBUFFER", &pDepth);
  867. // Bind render targets
  868. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  869. {
  870. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  871. if (FAILED(hr))
  872. {
  873. String msg = DXGetErrorDescription(hr);
  874. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  875. }
  876. }
  877. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  878. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  879. if (FAILED(hr))
  880. {
  881. String msg = DXGetErrorDescription(hr);
  882. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  883. }
  884. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  885. }
  886. void D3D9RenderSystem::setViewport(Viewport vp)
  887. {
  888. THROW_IF_NOT_CORE_THREAD;
  889. // ok, it's different, time to set render target and viewport params
  890. D3DVIEWPORT9 d3dvp;
  891. HRESULT hr;
  892. // Set render target
  893. RenderTargetPtr target = vp.getTarget();
  894. setRenderTarget(target);
  895. const RenderTargetProperties& rtProps = target->getCore()->getProperties();
  896. setCullingMode( mCullingMode );
  897. // Set viewport dimensions
  898. mViewportLeft = (UINT32)(rtProps.getWidth() * vp.getNormalizedX());
  899. mViewportTop = (UINT32)(rtProps.getHeight() * vp.getNormalizedY());
  900. mViewportWidth = (UINT32)(rtProps.getWidth() * vp.getNormalizedWidth());
  901. mViewportHeight = (UINT32)(rtProps.getHeight() * vp.getNormalizedHeight());
  902. d3dvp.X = mViewportLeft;
  903. d3dvp.Y = mViewportTop;
  904. d3dvp.Width = mViewportWidth;
  905. d3dvp.Height = mViewportHeight;
  906. if (target->requiresTextureFlipping())
  907. {
  908. // Convert "top-left" to "bottom-left"
  909. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  910. }
  911. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  912. d3dvp.MinZ = 0.0f;
  913. d3dvp.MaxZ = 1.0f;
  914. if( FAILED( hr = getActiveD3D9Device()->SetViewport( &d3dvp ) ) )
  915. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  916. // Set sRGB write mode
  917. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  918. }
  919. void D3D9RenderSystem::beginFrame()
  920. {
  921. THROW_IF_NOT_CORE_THREAD;
  922. HRESULT hr;
  923. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  924. {
  925. String msg = DXGetErrorDescription(hr);
  926. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  927. }
  928. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  929. mIsFrameInProgress = true;
  930. }
  931. void D3D9RenderSystem::endFrame()
  932. {
  933. THROW_IF_NOT_CORE_THREAD;
  934. HRESULT hr;
  935. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  936. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  937. mIsFrameInProgress = false;
  938. }
  939. void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
  940. {
  941. THROW_IF_NOT_CORE_THREAD;
  942. std::shared_ptr<D3D9VertexDeclaration> d3ddecl = std::static_pointer_cast<D3D9VertexDeclaration>(decl);
  943. HRESULT hr;
  944. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  945. {
  946. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  947. }
  948. }
  949. void D3D9RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  950. {
  951. THROW_IF_NOT_CORE_THREAD;
  952. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  953. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  954. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  955. HRESULT hr;
  956. for(UINT32 i = 0; i < numBuffers; i++)
  957. {
  958. if(buffers[i] != nullptr)
  959. {
  960. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  961. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  962. hr = getActiveD3D9Device()->SetStreamSource(
  963. static_cast<UINT>(index + i),
  964. d3d9buf->getD3D9VertexBuffer(),
  965. 0,
  966. static_cast<UINT>(vbProps.getVertexSize()) // stride
  967. );
  968. }
  969. else
  970. {
  971. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  972. }
  973. if (FAILED(hr))
  974. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  975. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  976. }
  977. }
  978. void D3D9RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  979. {
  980. THROW_IF_NOT_CORE_THREAD;
  981. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  982. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  983. if (FAILED(hr))
  984. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  985. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  986. }
  987. void D3D9RenderSystem::setDrawOperation(DrawOperationType op)
  988. {
  989. THROW_IF_NOT_CORE_THREAD;
  990. mCurrentDrawOperation = op;
  991. }
  992. void D3D9RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  993. {
  994. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  995. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  996. if(FAILED(hr))
  997. {
  998. String msg = DXGetErrorDescription(hr);
  999. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  1000. }
  1001. BS_INC_RENDER_STAT(NumDrawCalls);
  1002. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  1003. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  1004. }
  1005. void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  1006. {
  1007. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  1008. // do indexed draw operation
  1009. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  1010. getD3D9PrimitiveType(),
  1011. static_cast<UINT>(vertexOffset),
  1012. 0,
  1013. static_cast<UINT>(vertexCount),
  1014. static_cast<UINT>(startIndex),
  1015. static_cast<UINT>(primCount)
  1016. );
  1017. if(FAILED(hr))
  1018. {
  1019. String msg = DXGetErrorDescription(hr);
  1020. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  1021. }
  1022. BS_INC_RENDER_STAT(NumDrawCalls);
  1023. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  1024. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  1025. }
  1026. void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  1027. {
  1028. THROW_IF_NOT_CORE_THREAD;
  1029. mScissorRect.left = static_cast<LONG>(left);
  1030. mScissorRect.top = static_cast<LONG>(top);
  1031. mScissorRect.bottom = static_cast<LONG>(bottom);
  1032. mScissorRect.right = static_cast<LONG>(right);
  1033. }
  1034. void D3D9RenderSystem::setScissorTestEnable(bool enable)
  1035. {
  1036. THROW_IF_NOT_CORE_THREAD;
  1037. HRESULT hr;
  1038. if (enable)
  1039. {
  1040. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1041. {
  1042. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1043. }
  1044. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1045. {
  1046. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1047. }
  1048. }
  1049. else
  1050. {
  1051. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1052. {
  1053. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1054. }
  1055. }
  1056. }
  1057. void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable)
  1058. {
  1059. HRESULT hr;
  1060. if(enable)
  1061. {
  1062. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1063. {
  1064. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1065. }
  1066. }
  1067. else
  1068. {
  1069. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1070. {
  1071. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1072. }
  1073. }
  1074. }
  1075. void D3D9RenderSystem::setAntialiasedLineEnable(bool enable)
  1076. {
  1077. HRESULT hr;
  1078. if(enable)
  1079. {
  1080. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1081. {
  1082. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1083. }
  1084. }
  1085. else
  1086. {
  1087. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1088. {
  1089. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1090. }
  1091. }
  1092. }
  1093. void D3D9RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1094. {
  1095. if(mActiveRenderTarget == nullptr)
  1096. return;
  1097. const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties();
  1098. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1099. clearArea(buffers, color, depth, stencil, clearRect);
  1100. }
  1101. void D3D9RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1102. {
  1103. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1104. clearArea(buffers, color, depth, stencil, clearRect);
  1105. }
  1106. void D3D9RenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1107. {
  1108. THROW_IF_NOT_CORE_THREAD;
  1109. if(mActiveRenderTarget == nullptr)
  1110. return;
  1111. DWORD flags = 0;
  1112. if (buffers & FBT_COLOR)
  1113. {
  1114. flags |= D3DCLEAR_TARGET;
  1115. }
  1116. if (buffers & FBT_DEPTH)
  1117. {
  1118. flags |= D3DCLEAR_ZBUFFER;
  1119. }
  1120. // Only try to clear the stencil buffer if supported
  1121. if (buffers & FBT_STENCIL)
  1122. {
  1123. flags |= D3DCLEAR_STENCIL;
  1124. }
  1125. const RenderTargetProperties& rtProps = mActiveRenderTarget->getCore()->getProperties();
  1126. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1127. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1128. if(!clearEntireTarget)
  1129. {
  1130. D3DRECT clearD3DRect;
  1131. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1132. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1133. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1134. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1135. HRESULT hr;
  1136. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1137. {
  1138. String msg = DXGetErrorDescription(hr);
  1139. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1140. }
  1141. }
  1142. else
  1143. {
  1144. HRESULT hr;
  1145. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1146. {
  1147. String msg = DXGetErrorDescription(hr);
  1148. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1149. }
  1150. }
  1151. BS_INC_RENDER_STAT(NumClears);
  1152. }
  1153. IDirect3D9* D3D9RenderSystem::getDirect3D9()
  1154. {
  1155. THROW_IF_NOT_CORE_THREAD;
  1156. return msD3D9RenderSystem->mpD3D;
  1157. }
  1158. UINT D3D9RenderSystem::getResourceCreationDeviceCount()
  1159. {
  1160. THROW_IF_NOT_CORE_THREAD;
  1161. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1162. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1163. {
  1164. return 1;
  1165. }
  1166. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1167. {
  1168. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1169. }
  1170. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1171. return 0;
  1172. }
  1173. IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index)
  1174. {
  1175. THROW_IF_NOT_CORE_THREAD;
  1176. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1177. IDirect3DDevice9* d3d9Device = NULL;
  1178. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1179. {
  1180. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1181. }
  1182. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1183. {
  1184. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1185. }
  1186. else
  1187. {
  1188. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1189. }
  1190. return d3d9Device;
  1191. }
  1192. IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device()
  1193. {
  1194. THROW_IF_NOT_CORE_THREAD;
  1195. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1196. IDirect3DDevice9* d3d9Device;
  1197. d3d9Device = activeDevice->getD3D9Device();
  1198. if (d3d9Device == nullptr)
  1199. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1200. return d3d9Device;
  1201. }
  1202. D3D9ResourceManager* D3D9RenderSystem::getResourceManager()
  1203. {
  1204. // No need to check if we're on core thread as this is synced up internally
  1205. return msD3D9RenderSystem->mResourceManager;
  1206. }
  1207. D3D9DeviceManager* D3D9RenderSystem::getDeviceManager()
  1208. {
  1209. THROW_IF_NOT_CORE_THREAD;
  1210. return msD3D9RenderSystem->mDeviceManager;
  1211. }
  1212. /************************************************************************/
  1213. /* UTILITY METHODS */
  1214. /************************************************************************/
  1215. float D3D9RenderSystem::getHorizontalTexelOffset()
  1216. {
  1217. // D3D considers the origin to be in the center of a pixel
  1218. return -0.5f;
  1219. }
  1220. float D3D9RenderSystem::getVerticalTexelOffset()
  1221. {
  1222. // D3D considers the origin to be in the center of a pixel
  1223. return -0.5f;
  1224. }
  1225. float D3D9RenderSystem::getMinimumDepthInputValue()
  1226. {
  1227. // Range [0.0f, 1.0f]
  1228. return 0.0f;
  1229. }
  1230. float D3D9RenderSystem::getMaximumDepthInputValue()
  1231. {
  1232. // Range [0.0f, 1.0f]
  1233. return 1.0f;
  1234. }
  1235. VertexElementType D3D9RenderSystem::getColorVertexElementType() const
  1236. {
  1237. return VET_COLOR_ARGB;
  1238. }
  1239. void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1240. {
  1241. dest = matrix;
  1242. // Convert depth range from [-1,+1] to [0,1]
  1243. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1244. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1245. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1246. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1247. }
  1248. /************************************************************************/
  1249. /* PRIVATE */
  1250. /************************************************************************/
  1251. D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const
  1252. {
  1253. if( !mDriverList )
  1254. mDriverList = bs_new<D3D9DriverList>();
  1255. return mDriverList;
  1256. }
  1257. D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const
  1258. {
  1259. switch(mCurrentDrawOperation)
  1260. {
  1261. case DOT_POINT_LIST:
  1262. return D3DPT_POINTLIST;
  1263. case DOT_LINE_LIST:
  1264. return D3DPT_LINELIST;
  1265. case DOT_LINE_STRIP:
  1266. return D3DPT_LINESTRIP;
  1267. case DOT_TRIANGLE_LIST:
  1268. return D3DPT_TRIANGLELIST;
  1269. case DOT_TRIANGLE_STRIP:
  1270. return D3DPT_TRIANGLESTRIP;
  1271. case DOT_TRIANGLE_FAN:
  1272. return D3DPT_TRIANGLEFAN;
  1273. }
  1274. return D3DPT_TRIANGLELIST;
  1275. }
  1276. RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow)
  1277. {
  1278. RenderSystemCapabilities* rsc = mCurrentCapabilities;
  1279. if (rsc == nullptr)
  1280. rsc = bs_new<RenderSystemCapabilities>();
  1281. rsc->setDriverVersion(mDriverVersion);
  1282. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1283. rsc->setRenderSystemName(getName());
  1284. // Init caps to maximum.
  1285. rsc->setCapability(RSC_ANISOTROPY);
  1286. rsc->setCapability(RSC_AUTOMIPMAP);
  1287. rsc->setCapability(RSC_CUBEMAPPING);
  1288. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1289. rsc->setCapability(RSC_STENCIL_WRAP);
  1290. rsc->setCapability(RSC_HWOCCLUSION);
  1291. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1292. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1293. rsc->setCapability(RSC_TEXTURE_3D);
  1294. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1295. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1296. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1297. rsc->setCapability(RSC_POINT_SPRITES);
  1298. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1299. rsc->setMaxPointSize(10.0);
  1300. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1301. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1302. rsc->setStencilBufferBitDepth(8);
  1303. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1304. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1305. {
  1306. D3D9Device* device = mDeviceManager->getDevice(i);
  1307. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1308. IDirect3DSurface9* pSurf;
  1309. // Check for hardware stencil support
  1310. d3d9Device->GetDepthStencilSurface(&pSurf);
  1311. if (pSurf != nullptr)
  1312. {
  1313. D3DSURFACE_DESC surfDesc;
  1314. pSurf->GetDesc(&surfDesc);
  1315. pSurf->Release();
  1316. }
  1317. // Check for hardware occlusion support
  1318. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1319. if (FAILED(hr))
  1320. rsc->unsetCapability(RSC_HWOCCLUSION);
  1321. }
  1322. // Update RS caps using the minimum value found in adapter list.
  1323. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1324. {
  1325. D3D9Driver* pCurDriver = mDriverList->item(i);
  1326. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1327. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1328. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1329. // Check for Anisotropy.
  1330. if (rkCurCaps.MaxAnisotropy <= 1)
  1331. rsc->unsetCapability(RSC_ANISOTROPY);
  1332. // Check automatic mipmap generation.
  1333. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1334. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1335. // Two-sided stencil
  1336. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1337. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1338. // stencil wrap
  1339. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1340. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1341. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1342. // User clip planes
  1343. if (rkCurCaps.MaxUserClipPlanes == 0)
  1344. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1345. // UBYTE4 type?
  1346. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1347. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1348. // Check cube map support.
  1349. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1350. rsc->unsetCapability(RSC_CUBEMAPPING);
  1351. // 3D textures?
  1352. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1353. rsc->unsetCapability(RSC_TEXTURE_3D);
  1354. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1355. {
  1356. // Conditional support for non POW2
  1357. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1358. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1359. }
  1360. // Number of render targets
  1361. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1362. {
  1363. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1364. }
  1365. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1366. {
  1367. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1368. }
  1369. // Point sprites
  1370. if (rkCurCaps.MaxPointSize <= 1.0f)
  1371. {
  1372. rsc->unsetCapability(RSC_POINT_SPRITES);
  1373. // sprites and extended parameters go together in D3D
  1374. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1375. }
  1376. // Take the minimum point size.
  1377. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1378. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1379. // Mipmap LOD biasing?
  1380. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1381. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1382. // Do we support per-stage src_manual constants?
  1383. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1384. // TODO: move this to RSC
  1385. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1386. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1387. // Advanced blend operations? min max subtract rev
  1388. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1389. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1390. }
  1391. // We always support compression, D3DX will decompress if device does not support
  1392. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1393. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1394. updateVertexShaderCaps(rsc);
  1395. updatePixelShaderCaps(rsc);
  1396. // Adapter details
  1397. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1398. // determine vendor
  1399. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1400. switch(adapterID.VendorId)
  1401. {
  1402. case 0x10DE:
  1403. rsc->setVendor(GPU_NVIDIA);
  1404. break;
  1405. case 0x1002:
  1406. rsc->setVendor(GPU_AMD);
  1407. break;
  1408. case 0x163C:
  1409. case 0x8086:
  1410. rsc->setVendor(GPU_INTEL);
  1411. break;
  1412. default:
  1413. rsc->setVendor(GPU_UNKNOWN);
  1414. break;
  1415. };
  1416. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1417. // We always support rendertextures bigger than the frame buffer
  1418. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1419. // Determine if any floating point texture format is supported
  1420. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1421. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1422. D3DFMT_A32B32G32R32F};
  1423. IDirect3DSurface9* bbSurf;
  1424. renderWindow->getCore()->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1425. D3DSURFACE_DESC bbSurfDesc;
  1426. bbSurf->GetDesc(&bbSurfDesc);
  1427. for (int i = 0; i < 6; ++i)
  1428. {
  1429. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1430. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1431. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1432. {
  1433. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1434. break;
  1435. }
  1436. }
  1437. // Vertex textures
  1438. if (rsc->isShaderProfileSupported("vs_3_0"))
  1439. {
  1440. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1441. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1442. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1443. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1444. }
  1445. else
  1446. {
  1447. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1448. }
  1449. // Check alpha to coverage support
  1450. // this varies per vendor! But at least SM3 is required
  1451. if (rsc->isShaderProfileSupported("ps_3_0"))
  1452. {
  1453. // NVIDIA needs a separate check
  1454. if (rsc->getVendor() == GPU_NVIDIA)
  1455. {
  1456. if (mpD3D->CheckDeviceFormat(
  1457. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1458. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1459. {
  1460. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1461. }
  1462. }
  1463. else if (rsc->getVendor() == GPU_AMD)
  1464. {
  1465. // There is no check on ATI, we have to assume SM3 == support
  1466. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1467. }
  1468. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1469. }
  1470. if (mCurrentCapabilities == nullptr)
  1471. {
  1472. mCurrentCapabilities = rsc;
  1473. mCurrentCapabilities->addShaderProfile("hlsl");
  1474. mCurrentCapabilities->addShaderProfile("cg");
  1475. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1476. GpuProgramManager::instance().addFactory(mHLSLProgramFactory);
  1477. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1478. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1479. // set stages desc. to defaults
  1480. for (UINT32 n = 0; n < mNumTexStages; n++)
  1481. {
  1482. mTexStageDesc[n].coordIndex = 0;
  1483. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1484. mTexStageDesc[n].pTex = 0;
  1485. mTexStageDesc[n].pVertexTex = 0;
  1486. }
  1487. }
  1488. return rsc;
  1489. }
  1490. void D3D9RenderSystem::updateVertexShaderCaps(RenderSystemCapabilities* rsc) const
  1491. {
  1492. UINT16 major = 0xFF;
  1493. UINT16 minor = 0xFF;
  1494. D3DCAPS9 minVSCaps;
  1495. // Find the device with the lowest vertex shader caps.
  1496. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1497. {
  1498. D3D9Driver* pCurDriver = mDriverList->item(i);
  1499. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1500. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1501. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1502. if (currMajor < major)
  1503. {
  1504. major = currMajor;
  1505. minor = currMinor;
  1506. minVSCaps = rkCurCaps;
  1507. }
  1508. else if (currMajor == major && currMinor < minor)
  1509. {
  1510. minor = currMinor;
  1511. minVSCaps = rkCurCaps;
  1512. }
  1513. }
  1514. // In case we didn't found any vertex shader support
  1515. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1516. // software vertex processing is reported there
  1517. if (major == 0 && minor == 0)
  1518. {
  1519. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1520. D3DCAPS9 d3dDeviceCaps9;
  1521. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1522. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1523. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1524. }
  1525. bool vs2x = false;
  1526. bool vs2a = false;
  1527. // Special case detection for vs_2_x/a support
  1528. if (major >= 2)
  1529. {
  1530. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1531. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1532. (minVSCaps.VS20Caps.NumTemps >= 12))
  1533. {
  1534. vs2x = true;
  1535. }
  1536. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1537. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1538. (minVSCaps.VS20Caps.NumTemps >= 13))
  1539. {
  1540. vs2a = true;
  1541. }
  1542. }
  1543. // Populate max param count
  1544. switch (major)
  1545. {
  1546. case 1:
  1547. // No boolean params allowed
  1548. rsc->setVertexProgramConstantBoolCount(0);
  1549. // No integer params allowed
  1550. rsc->setVertexProgramConstantIntCount(0);
  1551. // float params, always 4D
  1552. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1553. break;
  1554. case 2:
  1555. // 16 boolean params allowed
  1556. rsc->setVertexProgramConstantBoolCount(16);
  1557. // 16 integer params allowed, 4D
  1558. rsc->setVertexProgramConstantIntCount(16);
  1559. // float params, always 4D
  1560. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1561. break;
  1562. case 3:
  1563. // 16 boolean params allowed
  1564. rsc->setVertexProgramConstantBoolCount(16);
  1565. // 16 integer params allowed, 4D
  1566. rsc->setVertexProgramConstantIntCount(16);
  1567. // float params, always 4D
  1568. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1569. break;
  1570. }
  1571. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1572. switch(major)
  1573. {
  1574. case 3:
  1575. rsc->addShaderProfile("vs_3_0");
  1576. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1577. case 2:
  1578. if (vs2x)
  1579. {
  1580. rsc->addShaderProfile("vs_2_x");
  1581. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1582. }
  1583. if (vs2a)
  1584. {
  1585. rsc->addShaderProfile("vs_2_a");
  1586. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1587. }
  1588. rsc->addShaderProfile("vs_2_0");
  1589. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1590. case 1:
  1591. rsc->addShaderProfile("vs_1_1");
  1592. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1593. }
  1594. }
  1595. void D3D9RenderSystem::updatePixelShaderCaps(RenderSystemCapabilities* rsc) const
  1596. {
  1597. UINT16 major = 0xFF;
  1598. UINT16 minor = 0xFF;
  1599. D3DCAPS9 minPSCaps;
  1600. // Find the device with the lowest pixel shader caps.
  1601. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1602. {
  1603. D3D9Driver* pCurDriver = mDriverList->item(i);
  1604. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1605. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1606. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1607. if (currMajor < major)
  1608. {
  1609. major = currMajor;
  1610. minor = currMinor;
  1611. minPSCaps = currCaps;
  1612. }
  1613. else if (currMajor == major && currMinor < minor)
  1614. {
  1615. minor = currMinor;
  1616. minPSCaps = currCaps;
  1617. }
  1618. }
  1619. bool ps2a = false;
  1620. bool ps2b = false;
  1621. bool ps2x = false;
  1622. // Special case detection for ps_2_x/a/b support
  1623. if (major >= 2)
  1624. {
  1625. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1626. (minPSCaps.PS20Caps.NumTemps >= 32))
  1627. {
  1628. ps2b = true;
  1629. }
  1630. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1631. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1632. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1633. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1634. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1635. (minPSCaps.PS20Caps.NumTemps >= 22))
  1636. {
  1637. ps2a = true;
  1638. }
  1639. // Does this enough?
  1640. if (ps2a || ps2b)
  1641. {
  1642. ps2x = true;
  1643. }
  1644. }
  1645. switch (major)
  1646. {
  1647. case 1:
  1648. // no boolean params allowed
  1649. rsc->setFragmentProgramConstantBoolCount(0);
  1650. // no integer params allowed
  1651. rsc->setFragmentProgramConstantIntCount(0);
  1652. // float params, always 4D
  1653. rsc->setFragmentProgramConstantFloatCount(8);
  1654. break;
  1655. case 2:
  1656. // 16 boolean params allowed
  1657. rsc->setFragmentProgramConstantBoolCount(16);
  1658. // 16 integer params allowed, 4D
  1659. rsc->setFragmentProgramConstantIntCount(16);
  1660. // float params, always 4D
  1661. rsc->setFragmentProgramConstantFloatCount(32);
  1662. break;
  1663. case 3:
  1664. // 16 boolean params allowed
  1665. rsc->setFragmentProgramConstantBoolCount(16);
  1666. // 16 integer params allowed, 4D
  1667. rsc->setFragmentProgramConstantIntCount(16);
  1668. // float params, always 4D
  1669. rsc->setFragmentProgramConstantFloatCount(224);
  1670. break;
  1671. }
  1672. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1673. switch(major)
  1674. {
  1675. case 3:
  1676. if (minor > 0)
  1677. {
  1678. rsc->addShaderProfile("ps_3_x");
  1679. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1680. }
  1681. rsc->addShaderProfile("ps_3_0");
  1682. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1683. case 2:
  1684. if (ps2x)
  1685. {
  1686. rsc->addShaderProfile("ps_2_x");
  1687. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1688. }
  1689. if (ps2a)
  1690. {
  1691. rsc->addShaderProfile("ps_2_a");
  1692. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1693. }
  1694. if (ps2b)
  1695. {
  1696. rsc->addShaderProfile("ps_2_b");
  1697. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1698. }
  1699. rsc->addShaderProfile("ps_2_0");
  1700. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1701. case 1:
  1702. if (major > 1 || minor >= 4)
  1703. {
  1704. rsc->addShaderProfile("ps_1_4");
  1705. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1706. }
  1707. if (major > 1 || minor >= 3)
  1708. {
  1709. rsc->addShaderProfile("ps_1_3");
  1710. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1711. }
  1712. if (major > 1 || minor >= 2)
  1713. {
  1714. rsc->addShaderProfile("ps_1_2");
  1715. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1716. }
  1717. rsc->addShaderProfile("ps_1_1");
  1718. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1719. }
  1720. }
  1721. String D3D9RenderSystem::getErrorDescription(long errorNumber) const
  1722. {
  1723. const String errMsg = DXGetErrorDescription(errorNumber);
  1724. return errMsg;
  1725. }
  1726. void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1727. {
  1728. float plane[4] = { A, B, C, D };
  1729. getActiveD3D9Device()->SetClipPlane (index, plane);
  1730. }
  1731. void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable)
  1732. {
  1733. DWORD prev;
  1734. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1735. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1736. (prev | (1 << index)) : (prev & ~(1 << index)));
  1737. }
  1738. void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device)
  1739. {
  1740. if (mIsFrameInProgress)
  1741. {
  1742. endFrame();
  1743. mRestoreFrameOnReset = true;
  1744. }
  1745. }
  1746. void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device)
  1747. {
  1748. // Reset state attributes.
  1749. mVertexProgramBound = false;
  1750. mFragmentProgramBound = false;
  1751. if (mRestoreFrameOnReset)
  1752. {
  1753. beginFrame();
  1754. mRestoreFrameOnReset = false;
  1755. }
  1756. }
  1757. void D3D9RenderSystem::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1758. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1759. {
  1760. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1761. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1762. CSAAMode csaaMode = CSAA_Normal;
  1763. D3D9DriverList* driverList = getDirect3DDrivers();
  1764. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1765. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1766. for (UINT32 i = 0; i < driverList->count(); ++i)
  1767. {
  1768. D3D9Driver* currDriver = driverList->item(i);
  1769. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1770. {
  1771. deviceDriver = currDriver;
  1772. break;
  1773. }
  1774. }
  1775. UINT32 origNumSamples = multisampleCount;
  1776. bool foundValid = false;
  1777. while (!foundValid)
  1778. {
  1779. // Deal with special cases
  1780. if (tryCSAA)
  1781. {
  1782. switch(multisampleCount)
  1783. {
  1784. case 8:
  1785. if (csaaMode == CSAA_Quality)
  1786. {
  1787. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1788. *outMultisampleQuality = 0;
  1789. }
  1790. else
  1791. {
  1792. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1793. *outMultisampleQuality = 2;
  1794. }
  1795. break;
  1796. case 16:
  1797. if (csaaMode == CSAA_Quality)
  1798. {
  1799. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1800. *outMultisampleQuality = 2;
  1801. }
  1802. else
  1803. {
  1804. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1805. *outMultisampleQuality = 4;
  1806. }
  1807. break;
  1808. }
  1809. }
  1810. else // !CSAA
  1811. {
  1812. *outMultisampleType = (D3DMULTISAMPLE_TYPE)multisampleCount;
  1813. *outMultisampleQuality = 0;
  1814. }
  1815. HRESULT hr;
  1816. DWORD outQuality;
  1817. hr = mpD3D->CheckDeviceMultiSampleType(
  1818. deviceDriver->getAdapterNumber(),
  1819. D3DDEVTYPE_HAL,
  1820. d3dPixelFormat,
  1821. !fullScreen,
  1822. *outMultisampleType,
  1823. &outQuality);
  1824. if (SUCCEEDED(hr) &&
  1825. (!tryCSAA || outQuality > *outMultisampleQuality))
  1826. {
  1827. foundValid = true;
  1828. }
  1829. else
  1830. {
  1831. // Downgrade
  1832. if (tryCSAA && multisampleCount == 8)
  1833. {
  1834. // For CSAA, we'll try downgrading with quality mode at all samples.
  1835. // then try without quality, then drop CSAA
  1836. if (csaaMode == CSAA_Quality)
  1837. {
  1838. // Drop quality first
  1839. csaaMode = CSAA_Normal;
  1840. }
  1841. else
  1842. {
  1843. // Drop CSAA entirely
  1844. tryCSAA = false;
  1845. }
  1846. // Return to original requested samples
  1847. multisampleCount = origNumSamples;
  1848. }
  1849. else
  1850. {
  1851. // Drop samples
  1852. multisampleCount--;
  1853. if (multisampleCount == 1)
  1854. {
  1855. // Ran out of options, no multisampling
  1856. multisampleCount = 0;
  1857. foundValid = true;
  1858. }
  1859. }
  1860. }
  1861. }
  1862. }
  1863. void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1864. {
  1865. size_t i;
  1866. size_t numClipPlanes;
  1867. D3DXPLANE dx9ClipPlane;
  1868. DWORD mask = 0;
  1869. HRESULT hr;
  1870. numClipPlanes = clipPlanes.size();
  1871. for (i = 0; i < numClipPlanes; ++i)
  1872. {
  1873. const Plane& plane = clipPlanes[i];
  1874. dx9ClipPlane.a = plane.normal.x;
  1875. dx9ClipPlane.b = plane.normal.y;
  1876. dx9ClipPlane.c = plane.normal.z;
  1877. dx9ClipPlane.d = plane.d;
  1878. // TODO Low priority - Transform planes to clip space?
  1879. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1880. if (FAILED(hr))
  1881. {
  1882. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1883. }
  1884. mask |= (1 << i);
  1885. }
  1886. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1887. if (FAILED(hr))
  1888. {
  1889. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1890. }
  1891. }
  1892. HRESULT D3D9RenderSystem::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1893. {
  1894. return getActiveD3D9Device()->SetRenderState(state, value);
  1895. }
  1896. HRESULT D3D9RenderSystem::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1897. {
  1898. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1899. }
  1900. HRESULT D3D9RenderSystem::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1901. {
  1902. if (stage < 8)
  1903. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1904. else
  1905. return D3D_OK;
  1906. }
  1907. DWORD D3D9RenderSystem::getCurrentAnisotropy(UINT32 unit)
  1908. {
  1909. DWORD oldVal;
  1910. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1911. return oldVal;
  1912. }
  1913. }