BsD3D9RenderAPI.cpp 71 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D9RenderAPI.h"
  4. #include "BsD3D9Prerequisites.h"
  5. #include "BsD3D9DriverList.h"
  6. #include "BsD3D9Driver.h"
  7. #include "BsD3D9RenderWindow.h"
  8. #include "BsD3D9TextureManager.h"
  9. #include "BsD3D9Texture.h"
  10. #include "BsMath.h"
  11. #include "BsD3D9HardwareBufferManager.h"
  12. #include "BsD3D9IndexBuffer.h"
  13. #include "BsD3D9VertexBuffer.h"
  14. #include "BsD3D9VertexDeclaration.h"
  15. #include "BsD3D9GpuProgram.h"
  16. #include "BsD3D9HLSLProgramFactory.h"
  17. #include "BsD3D9OcclusionQuery.h"
  18. #include "BsD3D9DeviceManager.h"
  19. #include "BsD3D9ResourceManager.h"
  20. #include "BsD3D9RenderWindowManager.h"
  21. #include "BsGpuProgramManager.h"
  22. #include "BsRenderStateManager.h"
  23. #include "BsAsyncOp.h"
  24. #include "BsBlendState.h"
  25. #include "BsRasterizerState.h"
  26. #include "BsDepthStencilState.h"
  27. #include "BsGpuParams.h"
  28. #include "BsGpuParamDesc.h"
  29. #include "BsGpuParamBlockBuffer.h"
  30. #include "BsCoreThread.h"
  31. #include "BsD3D9QueryManager.h"
  32. #include "BsDebug.h"
  33. #include "BsRenderStats.h"
  34. namespace BansheeEngine
  35. {
  36. D3D9RenderAPI* D3D9RenderAPI::msD3D9RenderSystem = nullptr;
  37. D3D9RenderAPI::D3D9RenderAPI(HINSTANCE hInstance)
  38. : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  39. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  40. mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance),
  41. mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr),
  42. mDeviceManager(nullptr), mResourceManager(nullptr), mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  43. {
  44. msD3D9RenderSystem = this;
  45. mScissorRect.left = 0;
  46. mScissorRect.right = 1280;
  47. mScissorRect.top = 0;
  48. mScissorRect.bottom = 720;
  49. }
  50. D3D9RenderAPI::~D3D9RenderAPI()
  51. {
  52. }
  53. const StringID& D3D9RenderAPI::getName() const
  54. {
  55. static StringID strName("D3D9RenderAPI");
  56. return strName;
  57. }
  58. const String& D3D9RenderAPI::getShadingLanguageName() const
  59. {
  60. static String strName("hlsl9");
  61. return strName;
  62. }
  63. void D3D9RenderAPI::initializePrepare()
  64. {
  65. THROW_IF_NOT_CORE_THREAD;
  66. // Create the resource manager.
  67. mResourceManager = bs_new<D3D9ResourceManager>();
  68. // Create our Direct3D object
  69. if((mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
  70. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  71. // Init using current settings
  72. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  73. if(mActiveD3DDriver == nullptr)
  74. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  75. // get driver version
  76. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  77. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  78. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  79. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  80. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  81. // Create the device manager.
  82. mDeviceManager = bs_new<D3D9DeviceManager>();
  83. // Also create hardware buffer manager
  84. HardwareBufferManager::startUp();
  85. HardwareBufferCoreManager::startUp<D3D9HardwareBufferCoreManager>();
  86. // Create & register HLSL factory
  87. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  88. // Create render window manager
  89. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  90. RenderWindowCoreManager::startUp<D3D9RenderWindowCoreManager>(this);
  91. // Create render state manager
  92. RenderStateCoreManager::startUp();
  93. RenderAPICore::initializePrepare();
  94. }
  95. void D3D9RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  96. {
  97. D3D9RenderWindowCore* d3d9window = static_cast<D3D9RenderWindowCore*>(primaryWindow.get());
  98. updateRenderSystemCapabilities(d3d9window);
  99. // Create the texture manager for use by others
  100. TextureManager::startUp<D3D9TextureManager>();
  101. TextureCoreManager::startUp<D3D9TextureCoreManager>();
  102. QueryManager::startUp<D3D9QueryManager>();
  103. RenderAPICore::initializeFinalize(primaryWindow);
  104. }
  105. void D3D9RenderAPI::destroyCore()
  106. {
  107. if(mTexStageDesc != nullptr)
  108. {
  109. bs_deleteN(mTexStageDesc, mNumTexStages);
  110. mTexStageDesc = nullptr;
  111. }
  112. RenderAPICore::destroyCore();
  113. if(mDeviceManager != nullptr)
  114. {
  115. bs_delete(mDeviceManager);
  116. mDeviceManager = nullptr;
  117. }
  118. if(mDriverList != nullptr)
  119. {
  120. bs_delete(mDriverList);
  121. mDriverList = nullptr;
  122. }
  123. mActiveD3DDriver = NULL;
  124. QueryManager::shutDown();
  125. TextureCoreManager::shutDown();
  126. TextureManager::shutDown();
  127. HardwareBufferCoreManager::shutDown();
  128. HardwareBufferManager::shutDown();
  129. RenderWindowCoreManager::shutDown();
  130. RenderWindowManager::shutDown();
  131. RenderStateCoreManager::shutDown();
  132. // Deleting the HLSL program factory
  133. if (mHLSLProgramFactory)
  134. {
  135. GpuProgramCoreManager::instance().removeFactory(mHLSLProgramFactory);
  136. bs_delete(mHLSLProgramFactory);
  137. mHLSLProgramFactory = 0;
  138. }
  139. SAFE_RELEASE(mpD3D);
  140. if(mResourceManager != nullptr)
  141. {
  142. bs_delete(mResourceManager);
  143. mResourceManager = nullptr;
  144. }
  145. msD3D9RenderSystem = NULL;
  146. }
  147. void D3D9RenderAPI::registerWindow(RenderWindowCore& renderWindow)
  148. {
  149. THROW_IF_NOT_CORE_THREAD;
  150. D3D9RenderWindowCore* d3d9renderWindow = static_cast<D3D9RenderWindowCore*>(&renderWindow);
  151. String msg;
  152. mResourceManager->lockDeviceAccess();
  153. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  154. mResourceManager->unlockDeviceAccess();
  155. }
  156. void D3D9RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  157. {
  158. THROW_IF_NOT_CORE_THREAD;
  159. HRESULT hr;
  160. switch (prg->getProperties().getType())
  161. {
  162. case GPT_VERTEX_PROGRAM:
  163. hr = getActiveD3D9Device()->SetVertexShader(
  164. static_cast<D3D9GpuVertexProgramCore*>(prg.get())->getVertexShader());
  165. if (FAILED(hr))
  166. {
  167. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  168. }
  169. break;
  170. case GPT_FRAGMENT_PROGRAM:
  171. hr = getActiveD3D9Device()->SetPixelShader(
  172. static_cast<D3D9GpuFragmentProgramCore*>(prg.get())->getPixelShader());
  173. if (FAILED(hr))
  174. {
  175. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  176. }
  177. break;
  178. };
  179. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  180. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  181. // This solves such an errors when working with the Debug runtime -
  182. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  183. for (unsigned int nStage=0; nStage < 8; ++nStage)
  184. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  185. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  186. RenderAPICore::bindGpuProgram(prg);
  187. }
  188. void D3D9RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  189. {
  190. THROW_IF_NOT_CORE_THREAD;
  191. HRESULT hr;
  192. switch(gptype)
  193. {
  194. case GPT_VERTEX_PROGRAM:
  195. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  196. if (FAILED(hr))
  197. {
  198. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  199. }
  200. break;
  201. case GPT_FRAGMENT_PROGRAM:
  202. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  203. if (FAILED(hr))
  204. {
  205. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  206. }
  207. break;
  208. };
  209. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  210. RenderAPICore::unbindGpuProgram(gptype);
  211. }
  212. void D3D9RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  213. {
  214. THROW_IF_NOT_CORE_THREAD;
  215. bindableParams->updateHardwareBuffers();
  216. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  217. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  218. // but it is required in order to have standardized buffer interface.
  219. UnorderedMap<UINT32, UINT8*> bufferData;
  220. for(auto& curParam : paramDesc.params)
  221. {
  222. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  223. auto iterFind = bufferData.find(paramBlockSlot);
  224. if(iterFind == bufferData.end())
  225. {
  226. SPtr<GpuParamBlockBufferCore> paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  227. UINT8* data = (UINT8*)bs_alloc(paramBlock->getSize());
  228. paramBlock->readFromGPU(data);
  229. bufferData[paramBlockSlot] = data;
  230. }
  231. }
  232. HRESULT hr;
  233. switch(gptype)
  234. {
  235. case GPT_VERTEX_PROGRAM:
  236. {
  237. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  238. {
  239. const GpuParamDataDesc& paramDesc = iter->second;
  240. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  241. switch(paramDesc.type)
  242. {
  243. case GPDT_FLOAT1:
  244. case GPDT_FLOAT2:
  245. case GPDT_FLOAT3:
  246. case GPDT_FLOAT4:
  247. case GPDT_MATRIX_2X2:
  248. case GPDT_MATRIX_2X3:
  249. case GPDT_MATRIX_2X4:
  250. case GPDT_MATRIX_3X2:
  251. case GPDT_MATRIX_3X3:
  252. case GPDT_MATRIX_3X4:
  253. case GPDT_MATRIX_4X2:
  254. case GPDT_MATRIX_4X3:
  255. case GPDT_MATRIX_4X4:
  256. {
  257. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  258. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  259. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  260. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  261. break;
  262. }
  263. case GPDT_INT1:
  264. case GPDT_INT2:
  265. case GPDT_INT3:
  266. case GPDT_INT4:
  267. {
  268. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  269. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  270. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  271. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  272. break;
  273. }
  274. case GPDT_BOOL:
  275. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  276. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  277. break;
  278. }
  279. }
  280. }
  281. break;
  282. case GPT_FRAGMENT_PROGRAM:
  283. {
  284. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  285. {
  286. const GpuParamDataDesc& paramDesc = iter->second;
  287. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  288. switch(paramDesc.type)
  289. {
  290. case GPDT_FLOAT1:
  291. case GPDT_FLOAT2:
  292. case GPDT_FLOAT3:
  293. case GPDT_FLOAT4:
  294. case GPDT_MATRIX_2X2:
  295. case GPDT_MATRIX_2X3:
  296. case GPDT_MATRIX_2X4:
  297. case GPDT_MATRIX_3X2:
  298. case GPDT_MATRIX_3X3:
  299. case GPDT_MATRIX_3X4:
  300. case GPDT_MATRIX_4X2:
  301. case GPDT_MATRIX_4X3:
  302. case GPDT_MATRIX_4X4:
  303. {
  304. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  305. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  306. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  307. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  308. break;
  309. }
  310. case GPDT_INT1:
  311. case GPDT_INT2:
  312. case GPDT_INT3:
  313. case GPDT_INT4:
  314. {
  315. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  316. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  317. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  318. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  319. break;
  320. }
  321. case GPDT_BOOL:
  322. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  323. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  324. break;
  325. }
  326. }
  327. }
  328. break;
  329. };
  330. for(auto& curBufferData : bufferData)
  331. {
  332. bs_free(curBufferData.second);
  333. }
  334. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  335. }
  336. void D3D9RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex)
  337. {
  338. THROW_IF_NOT_CORE_THREAD;
  339. if (tex != nullptr && !tex->isBindableAsShaderResource())
  340. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  341. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  342. {
  343. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  344. return;
  345. }
  346. if(gptype == GPT_VERTEX_PROGRAM)
  347. {
  348. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  349. }
  350. HRESULT hr;
  351. SPtr<D3D9TextureCore> dt = std::static_pointer_cast<D3D9TextureCore>(tex);
  352. if (enabled && (dt != nullptr))
  353. {
  354. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  355. if (mTexStageDesc[unit].pTex != pTex)
  356. {
  357. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  358. if( hr != S_OK )
  359. {
  360. String str = "Unable to set texture in D3D9";
  361. BS_EXCEPT(RenderingAPIException, str);
  362. }
  363. // set stage desc.
  364. mTexStageDesc[unit].pTex = pTex;
  365. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getProperties().getTextureType());
  366. // Set gamma now too
  367. if (dt->isHardwareGammaReadToBeUsed())
  368. {
  369. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  370. }
  371. else
  372. {
  373. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  374. }
  375. BS_INC_RENDER_STAT(NumTextureBinds);
  376. BS_INC_RENDER_STAT(NumSamplerBinds);
  377. }
  378. }
  379. else
  380. {
  381. if (mTexStageDesc[unit].pTex != 0)
  382. {
  383. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  384. if( hr != S_OK )
  385. {
  386. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  387. BS_EXCEPT(RenderingAPIException, str);
  388. }
  389. BS_INC_RENDER_STAT(NumTextureBinds);
  390. }
  391. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  392. if( hr != S_OK )
  393. {
  394. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  395. BS_EXCEPT(RenderingAPIException, str);
  396. }
  397. // set stage desc. to defaults
  398. mTexStageDesc[unit].pTex = 0;
  399. mTexStageDesc[unit].coordIndex = 0;
  400. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  401. }
  402. }
  403. void D3D9RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  404. const TextureSurface& surface)
  405. {
  406. THROW_IF_NOT_CORE_THREAD;
  407. LOGWRN("Texture random load/store not supported on DX9.");
  408. }
  409. void D3D9RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state)
  410. {
  411. THROW_IF_NOT_CORE_THREAD;
  412. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  413. {
  414. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  415. return;
  416. }
  417. if(gptype == GPT_VERTEX_PROGRAM)
  418. {
  419. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  420. }
  421. const SamplerProperties& sampProps = state->getProperties();
  422. // Set texture layer filtering
  423. setTextureFiltering(unit, FT_MIN, sampProps.getTextureFiltering(FT_MIN));
  424. setTextureFiltering(unit, FT_MAG, sampProps.getTextureFiltering(FT_MAG));
  425. setTextureFiltering(unit, FT_MIP, sampProps.getTextureFiltering(FT_MIP));
  426. // Set texture layer filtering
  427. if (sampProps.getTextureAnisotropy() > 0)
  428. setTextureAnisotropy(unit, sampProps.getTextureAnisotropy());
  429. // Set mipmap biasing
  430. setTextureMipmapBias(unit, sampProps.getTextureMipmapBias());
  431. // Texture addressing mode
  432. const UVWAddressingMode& uvw = sampProps.getTextureAddressingMode();
  433. setTextureAddressingMode(unit, uvw);
  434. // Set border color
  435. setTextureBorderColor(unit, sampProps.getBorderColor());
  436. BS_INC_RENDER_STAT(NumSamplerBinds);
  437. }
  438. void D3D9RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  439. {
  440. THROW_IF_NOT_CORE_THREAD;
  441. const BlendProperties& stateProps = blendState->getProperties();
  442. // Alpha to coverage
  443. setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
  444. // Blend states
  445. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  446. if (stateProps.getBlendEnabled(0))
  447. {
  448. setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0), stateProps.getAlphaDstBlend(0)
  449. , stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
  450. }
  451. else
  452. {
  453. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  454. }
  455. // Color write mask
  456. UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
  457. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  458. BS_INC_RENDER_STAT(NumBlendStateChanges);
  459. }
  460. void D3D9RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  461. {
  462. THROW_IF_NOT_CORE_THREAD;
  463. const RasterizerProperties& stateProps = rasterizerState->getProperties();
  464. setDepthBias(stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
  465. setCullingMode(stateProps.getCullMode());
  466. setPolygonMode(stateProps.getPolygonMode());
  467. setScissorTestEnable(stateProps.getScissorEnable());
  468. setMultisampleAntialiasEnable(stateProps.getMultisampleEnable());
  469. setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
  470. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  471. }
  472. void D3D9RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  473. {
  474. THROW_IF_NOT_CORE_THREAD;
  475. const DepthStencilProperties& stateProps = depthStencilState->getProperties();
  476. // Set stencil buffer options
  477. setStencilCheckEnabled(stateProps.getStencilEnable());
  478. setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
  479. setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), true);
  480. setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
  481. setStencilBufferFunc(stateProps.getStencilBackCompFunc(), false);
  482. setStencilBufferReadMask(stateProps.getStencilReadMask());
  483. setStencilBufferWriteMask(stateProps.getStencilWriteMask());
  484. // Set depth buffer options
  485. setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
  486. setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
  487. setDepthBufferFunction(stateProps.getDepthComparisonFunc());
  488. // Set stencil ref value
  489. setStencilRefValue(stencilRefValue);
  490. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  491. }
  492. void D3D9RenderAPI::setTextureMipmapBias(UINT16 unit, float bias)
  493. {
  494. THROW_IF_NOT_CORE_THREAD;
  495. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  496. {
  497. // ugh - have to pass float data through DWORD with no conversion
  498. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  499. *(DWORD*)&bias);
  500. if(FAILED(hr))
  501. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  502. }
  503. }
  504. void D3D9RenderAPI::setTextureAddressingMode( UINT16 stage,
  505. const UVWAddressingMode& uvw )
  506. {
  507. THROW_IF_NOT_CORE_THREAD;
  508. HRESULT hr;
  509. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  510. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  511. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  512. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  513. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  514. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  515. }
  516. void D3D9RenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
  517. {
  518. THROW_IF_NOT_CORE_THREAD;
  519. HRESULT hr;
  520. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  521. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  522. }
  523. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  524. {
  525. THROW_IF_NOT_CORE_THREAD;
  526. HRESULT hr;
  527. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  528. {
  529. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  530. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  531. }
  532. else
  533. {
  534. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  535. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  536. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  537. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  538. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  539. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  540. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  541. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  542. }
  543. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  544. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  545. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  546. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  547. }
  548. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  549. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  550. {
  551. THROW_IF_NOT_CORE_THREAD;
  552. HRESULT hr;
  553. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  554. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  555. {
  556. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  557. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  558. }
  559. else
  560. {
  561. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  562. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  563. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  564. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  565. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  566. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  567. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  568. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  569. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  570. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  571. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  572. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  573. }
  574. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  575. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  576. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  577. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  578. }
  579. void D3D9RenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
  580. {
  581. THROW_IF_NOT_CORE_THREAD;
  582. HRESULT hr;
  583. if (func != CMPF_ALWAYS_PASS)
  584. {
  585. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  586. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  587. }
  588. else
  589. {
  590. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  591. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  592. }
  593. // Set always just be sure
  594. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  595. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  596. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  597. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  598. }
  599. void D3D9RenderAPI::setAlphaToCoverage(bool enable)
  600. {
  601. THROW_IF_NOT_CORE_THREAD;
  602. HRESULT hr;
  603. static bool lasta2c = false;
  604. // Alpha to coverage
  605. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  606. {
  607. // Vendor-specific hacks on renderstate, gotta love 'em
  608. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  609. {
  610. if (enable)
  611. {
  612. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  613. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  614. }
  615. else
  616. {
  617. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  618. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  619. }
  620. }
  621. else if ((getCapabilities()->getVendor() == GPU_AMD))
  622. {
  623. if (enable)
  624. {
  625. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  626. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  627. }
  628. else
  629. {
  630. // discovered this through trial and error, seems to work
  631. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  632. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  633. }
  634. }
  635. lasta2c = enable;
  636. }
  637. }
  638. void D3D9RenderAPI::setCullingMode(CullingMode mode)
  639. {
  640. THROW_IF_NOT_CORE_THREAD;
  641. mCullingMode = mode;
  642. HRESULT hr;
  643. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  644. D3D9Mappings::get(mode, false))) )
  645. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  646. }
  647. void D3D9RenderAPI::setDepthBufferCheckEnabled(bool enabled)
  648. {
  649. THROW_IF_NOT_CORE_THREAD;
  650. HRESULT hr;
  651. if( enabled )
  652. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  653. else
  654. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  655. if(FAILED(hr))
  656. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  657. }
  658. void D3D9RenderAPI::setDepthBufferWriteEnabled(bool enabled)
  659. {
  660. THROW_IF_NOT_CORE_THREAD;
  661. HRESULT hr;
  662. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  663. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  664. }
  665. void D3D9RenderAPI::setDepthBufferFunction(CompareFunction func)
  666. {
  667. THROW_IF_NOT_CORE_THREAD;
  668. HRESULT hr;
  669. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  670. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  671. }
  672. void D3D9RenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
  673. {
  674. THROW_IF_NOT_CORE_THREAD;
  675. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  676. {
  677. // Negate bias since D3D is backward
  678. constantBias = -constantBias;
  679. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  680. if (FAILED(hr))
  681. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  682. }
  683. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  684. {
  685. // Negate bias since D3D is backward
  686. slopeScaleBias = -slopeScaleBias;
  687. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  688. if (FAILED(hr))
  689. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  690. }
  691. }
  692. void D3D9RenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  693. {
  694. THROW_IF_NOT_CORE_THREAD;
  695. DWORD val = 0;
  696. if (red)
  697. val |= D3DCOLORWRITEENABLE_RED;
  698. if (green)
  699. val |= D3DCOLORWRITEENABLE_GREEN;
  700. if (blue)
  701. val |= D3DCOLORWRITEENABLE_BLUE;
  702. if (alpha)
  703. val |= D3DCOLORWRITEENABLE_ALPHA;
  704. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  705. if (FAILED(hr))
  706. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  707. }
  708. void D3D9RenderAPI::setPolygonMode(PolygonMode level)
  709. {
  710. THROW_IF_NOT_CORE_THREAD;
  711. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  712. if (FAILED(hr))
  713. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  714. }
  715. void D3D9RenderAPI::setStencilCheckEnabled(bool enabled)
  716. {
  717. THROW_IF_NOT_CORE_THREAD;
  718. // Allow stencilling
  719. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  720. if (FAILED(hr))
  721. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  722. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  723. {
  724. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  725. if (FAILED(hr))
  726. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  727. }
  728. else
  729. {
  730. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  731. if (FAILED(hr))
  732. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  733. }
  734. }
  735. void D3D9RenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  736. {
  737. THROW_IF_NOT_CORE_THREAD;
  738. HRESULT hr;
  739. // 2-sided operation
  740. if (ccw)
  741. {
  742. // fail op
  743. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  744. if (FAILED(hr))
  745. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  746. // depth fail op
  747. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  748. if (FAILED(hr))
  749. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  750. // pass op
  751. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  752. if (FAILED(hr))
  753. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  754. }
  755. else
  756. {
  757. // fail op
  758. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  759. if (FAILED(hr))
  760. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  761. // depth fail op
  762. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  763. if (FAILED(hr))
  764. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  765. // pass op
  766. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  767. if (FAILED(hr))
  768. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  769. }
  770. }
  771. void D3D9RenderAPI::setStencilBufferFunc(CompareFunction func, bool ccw)
  772. {
  773. HRESULT hr;
  774. if(ccw)
  775. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  776. else
  777. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  778. if (FAILED(hr))
  779. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  780. }
  781. void D3D9RenderAPI::setStencilBufferReadMask(UINT32 mask)
  782. {
  783. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  784. if (FAILED(hr))
  785. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  786. }
  787. void D3D9RenderAPI::setStencilBufferWriteMask(UINT32 mask)
  788. {
  789. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  790. if (FAILED(hr))
  791. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  792. }
  793. void D3D9RenderAPI::setStencilRefValue(UINT32 refValue)
  794. {
  795. THROW_IF_NOT_CORE_THREAD;
  796. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  797. if (FAILED(hr))
  798. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  799. }
  800. void D3D9RenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  801. {
  802. THROW_IF_NOT_CORE_THREAD;
  803. HRESULT hr;
  804. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  805. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  806. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  807. if (FAILED(hr))
  808. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  809. }
  810. void D3D9RenderAPI::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  811. {
  812. THROW_IF_NOT_CORE_THREAD;
  813. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  814. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  815. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  816. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  817. }
  818. void D3D9RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  819. {
  820. THROW_IF_NOT_CORE_THREAD;
  821. mActiveRenderTarget = target;
  822. const RenderTargetProperties& rtProps = target->getProperties();
  823. HRESULT hr;
  824. // Possibly change device if the target is a window
  825. if (rtProps.isWindow())
  826. {
  827. D3D9RenderWindowCore* window = static_cast<D3D9RenderWindowCore*>(target.get());
  828. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  829. window->_validateDevice();
  830. }
  831. // Retrieve render surfaces
  832. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  833. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*>(maxRenderTargets);
  834. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  835. target->getCustomAttribute("DDBACKBUFFER", pBack);
  836. if (!pBack[0])
  837. {
  838. bs_deleteN(pBack, maxRenderTargets);
  839. return;
  840. }
  841. IDirect3DSurface9* pDepth = NULL;
  842. if (!pDepth)
  843. target->getCustomAttribute("D3DZBUFFER", &pDepth);
  844. // Bind render targets
  845. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  846. {
  847. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  848. if (FAILED(hr))
  849. {
  850. String msg = DXGetErrorDescription(hr);
  851. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  852. }
  853. }
  854. bs_deleteN(pBack, maxRenderTargets);
  855. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  856. if (FAILED(hr))
  857. {
  858. String msg = DXGetErrorDescription(hr);
  859. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  860. }
  861. // Set sRGB write mode
  862. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  863. applyViewport();
  864. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  865. }
  866. void D3D9RenderAPI::setViewport(const Rect2& vp)
  867. {
  868. THROW_IF_NOT_CORE_THREAD;
  869. mViewportNorm = vp;
  870. applyViewport();
  871. }
  872. void D3D9RenderAPI::beginFrame()
  873. {
  874. THROW_IF_NOT_CORE_THREAD;
  875. HRESULT hr;
  876. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  877. {
  878. String msg = DXGetErrorDescription(hr);
  879. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  880. }
  881. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  882. mIsFrameInProgress = true;
  883. }
  884. void D3D9RenderAPI::endFrame()
  885. {
  886. THROW_IF_NOT_CORE_THREAD;
  887. HRESULT hr;
  888. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  889. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  890. mIsFrameInProgress = false;
  891. }
  892. void D3D9RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& decl)
  893. {
  894. THROW_IF_NOT_CORE_THREAD;
  895. std::shared_ptr<D3D9VertexDeclarationCore> d3ddecl = std::static_pointer_cast<D3D9VertexDeclarationCore>(decl);
  896. HRESULT hr;
  897. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  898. {
  899. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  900. }
  901. }
  902. void D3D9RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  903. {
  904. THROW_IF_NOT_CORE_THREAD;
  905. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  906. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  907. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  908. HRESULT hr;
  909. for(UINT32 i = 0; i < numBuffers; i++)
  910. {
  911. if(buffers[i] != nullptr)
  912. {
  913. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  914. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  915. hr = getActiveD3D9Device()->SetStreamSource(
  916. static_cast<UINT>(index + i),
  917. d3d9buf->getD3D9VertexBuffer(),
  918. 0,
  919. static_cast<UINT>(vbProps.getVertexSize()) // stride
  920. );
  921. }
  922. else
  923. {
  924. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  925. }
  926. if (FAILED(hr))
  927. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  928. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  929. }
  930. }
  931. void D3D9RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  932. {
  933. THROW_IF_NOT_CORE_THREAD;
  934. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  935. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  936. if (FAILED(hr))
  937. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  938. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  939. }
  940. void D3D9RenderAPI::setDrawOperation(DrawOperationType op)
  941. {
  942. THROW_IF_NOT_CORE_THREAD;
  943. mCurrentDrawOperation = op;
  944. }
  945. void D3D9RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  946. {
  947. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  948. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  949. if(FAILED(hr))
  950. {
  951. String msg = DXGetErrorDescription(hr);
  952. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  953. }
  954. BS_INC_RENDER_STAT(NumDrawCalls);
  955. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  956. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  957. }
  958. void D3D9RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  959. {
  960. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  961. // do indexed draw operation
  962. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  963. getD3D9PrimitiveType(),
  964. static_cast<UINT>(vertexOffset),
  965. 0,
  966. static_cast<UINT>(vertexCount),
  967. static_cast<UINT>(startIndex),
  968. static_cast<UINT>(primCount)
  969. );
  970. if(FAILED(hr))
  971. {
  972. String msg = DXGetErrorDescription(hr);
  973. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  974. }
  975. BS_INC_RENDER_STAT(NumDrawCalls);
  976. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  977. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  978. }
  979. void D3D9RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  980. {
  981. // Not supported on DX9
  982. }
  983. void D3D9RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  984. {
  985. THROW_IF_NOT_CORE_THREAD;
  986. mScissorRect.left = static_cast<LONG>(left);
  987. mScissorRect.top = static_cast<LONG>(top);
  988. mScissorRect.bottom = static_cast<LONG>(bottom);
  989. mScissorRect.right = static_cast<LONG>(right);
  990. }
  991. void D3D9RenderAPI::setScissorTestEnable(bool enable)
  992. {
  993. THROW_IF_NOT_CORE_THREAD;
  994. HRESULT hr;
  995. if (enable)
  996. {
  997. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  998. {
  999. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1000. }
  1001. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1002. {
  1003. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1004. }
  1005. }
  1006. else
  1007. {
  1008. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1009. {
  1010. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1011. }
  1012. }
  1013. }
  1014. void D3D9RenderAPI::setMultisampleAntialiasEnable(bool enable)
  1015. {
  1016. HRESULT hr;
  1017. if(enable)
  1018. {
  1019. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1020. {
  1021. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1022. }
  1023. }
  1024. else
  1025. {
  1026. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1027. {
  1028. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1029. }
  1030. }
  1031. }
  1032. void D3D9RenderAPI::setAntialiasedLineEnable(bool enable)
  1033. {
  1034. HRESULT hr;
  1035. if(enable)
  1036. {
  1037. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1038. {
  1039. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1040. }
  1041. }
  1042. else
  1043. {
  1044. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1045. {
  1046. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1047. }
  1048. }
  1049. }
  1050. void D3D9RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  1051. {
  1052. if(mActiveRenderTarget == nullptr)
  1053. return;
  1054. if (targetMask != 0xFF)
  1055. LOGWRN("DirectX 9 ignoring target mask for clearRenderTarget(). Only 0xFF is supported.");
  1056. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1057. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1058. clearArea(buffers, color, depth, stencil, clearRect);
  1059. }
  1060. void D3D9RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  1061. {
  1062. if (targetMask != 0xFF)
  1063. LOGWRN("DirectX 9 ignoring target mask for clearRenderTarget(). Only 0xFF is supported.");
  1064. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1065. clearArea(buffers, color, depth, stencil, clearRect);
  1066. }
  1067. void D3D9RenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1068. {
  1069. THROW_IF_NOT_CORE_THREAD;
  1070. if(mActiveRenderTarget == nullptr)
  1071. return;
  1072. DWORD flags = 0;
  1073. if (buffers & FBT_COLOR)
  1074. {
  1075. flags |= D3DCLEAR_TARGET;
  1076. }
  1077. if (buffers & FBT_DEPTH)
  1078. {
  1079. flags |= D3DCLEAR_ZBUFFER;
  1080. }
  1081. // Only try to clear the stencil buffer if supported
  1082. if (buffers & FBT_STENCIL)
  1083. {
  1084. flags |= D3DCLEAR_STENCIL;
  1085. }
  1086. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1087. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1088. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1089. if(!clearEntireTarget)
  1090. {
  1091. D3DRECT clearD3DRect;
  1092. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1093. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1094. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1095. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1096. HRESULT hr;
  1097. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1098. {
  1099. String msg = DXGetErrorDescription(hr);
  1100. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1101. }
  1102. }
  1103. else
  1104. {
  1105. HRESULT hr;
  1106. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1107. {
  1108. String msg = DXGetErrorDescription(hr);
  1109. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1110. }
  1111. }
  1112. BS_INC_RENDER_STAT(NumClears);
  1113. }
  1114. IDirect3D9* D3D9RenderAPI::getDirect3D9()
  1115. {
  1116. THROW_IF_NOT_CORE_THREAD;
  1117. return msD3D9RenderSystem->mpD3D;
  1118. }
  1119. UINT D3D9RenderAPI::getResourceCreationDeviceCount()
  1120. {
  1121. THROW_IF_NOT_CORE_THREAD;
  1122. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1123. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1124. {
  1125. return 1;
  1126. }
  1127. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1128. {
  1129. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1130. }
  1131. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1132. return 0;
  1133. }
  1134. IDirect3DDevice9* D3D9RenderAPI::getResourceCreationDevice(UINT index)
  1135. {
  1136. THROW_IF_NOT_CORE_THREAD;
  1137. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1138. IDirect3DDevice9* d3d9Device = NULL;
  1139. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1140. {
  1141. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1142. }
  1143. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1144. {
  1145. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1146. }
  1147. else
  1148. {
  1149. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1150. }
  1151. return d3d9Device;
  1152. }
  1153. IDirect3DDevice9* D3D9RenderAPI::getActiveD3D9Device()
  1154. {
  1155. THROW_IF_NOT_CORE_THREAD;
  1156. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1157. IDirect3DDevice9* d3d9Device;
  1158. d3d9Device = activeDevice->getD3D9Device();
  1159. if (d3d9Device == nullptr)
  1160. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1161. return d3d9Device;
  1162. }
  1163. D3D9ResourceManager* D3D9RenderAPI::getResourceManager()
  1164. {
  1165. // No need to check if we're on core thread as this is synced up internally
  1166. return msD3D9RenderSystem->mResourceManager;
  1167. }
  1168. D3D9DeviceManager* D3D9RenderAPI::getDeviceManager()
  1169. {
  1170. THROW_IF_NOT_CORE_THREAD;
  1171. return msD3D9RenderSystem->mDeviceManager;
  1172. }
  1173. /************************************************************************/
  1174. /* UTILITY METHODS */
  1175. /************************************************************************/
  1176. float D3D9RenderAPI::getHorizontalTexelOffset()
  1177. {
  1178. // D3D considers the origin to be in the center of a pixel
  1179. return -0.5f;
  1180. }
  1181. float D3D9RenderAPI::getVerticalTexelOffset()
  1182. {
  1183. // D3D considers the origin to be in the center of a pixel
  1184. return -0.5f;
  1185. }
  1186. float D3D9RenderAPI::getMinimumDepthInputValue()
  1187. {
  1188. // Range [0.0f, 1.0f]
  1189. return 0.0f;
  1190. }
  1191. float D3D9RenderAPI::getMaximumDepthInputValue()
  1192. {
  1193. // Range [0.0f, 1.0f]
  1194. return 1.0f;
  1195. }
  1196. VertexElementType D3D9RenderAPI::getColorVertexElementType() const
  1197. {
  1198. return VET_COLOR_ARGB;
  1199. }
  1200. void D3D9RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1201. {
  1202. dest = matrix;
  1203. // Convert depth range from [-1,+1] to [0,1]
  1204. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1205. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1206. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1207. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1208. }
  1209. GpuParamBlockDesc D3D9RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  1210. {
  1211. GpuParamBlockDesc block;
  1212. block.blockSize = 0;
  1213. block.isShareable = true;
  1214. block.name = name;
  1215. block.slot = 0;
  1216. // DX9 doesn't natively support parameter blocks but Banshee's emulation expects everything to be 16 byte aligned.
  1217. // Iterate in reverse order because DX9's shader reflection API reports the variables in reverse order then they
  1218. // appear in code, and we want to match the auto-generated buffers that result from that layout.
  1219. for (auto riter = params.rbegin(); riter != params.rend(); ++riter)
  1220. {
  1221. GpuParamDataDesc& param = *riter;
  1222. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  1223. UINT32 size = typeInfo.size / 4;
  1224. UINT32 alignOffset = size % 4;
  1225. if (alignOffset != 0)
  1226. size += 4 - alignOffset;
  1227. param.elementSize = size;
  1228. param.arrayElementStride = size;
  1229. param.cpuMemOffset = block.blockSize;
  1230. param.gpuMemOffset = 0;
  1231. param.paramBlockSlot = 0;
  1232. if (param.arraySize > 0)
  1233. block.blockSize += size * param.arraySize;
  1234. else
  1235. block.blockSize += size;
  1236. }
  1237. return block;
  1238. }
  1239. /************************************************************************/
  1240. /* PRIVATE */
  1241. /************************************************************************/
  1242. D3D9DriverList* D3D9RenderAPI::getDirect3DDrivers() const
  1243. {
  1244. if( !mDriverList )
  1245. mDriverList = bs_new<D3D9DriverList>();
  1246. return mDriverList;
  1247. }
  1248. D3DPRIMITIVETYPE D3D9RenderAPI::getD3D9PrimitiveType() const
  1249. {
  1250. switch(mCurrentDrawOperation)
  1251. {
  1252. case DOT_POINT_LIST:
  1253. return D3DPT_POINTLIST;
  1254. case DOT_LINE_LIST:
  1255. return D3DPT_LINELIST;
  1256. case DOT_LINE_STRIP:
  1257. return D3DPT_LINESTRIP;
  1258. case DOT_TRIANGLE_LIST:
  1259. return D3DPT_TRIANGLELIST;
  1260. case DOT_TRIANGLE_STRIP:
  1261. return D3DPT_TRIANGLESTRIP;
  1262. case DOT_TRIANGLE_FAN:
  1263. return D3DPT_TRIANGLEFAN;
  1264. }
  1265. return D3DPT_TRIANGLELIST;
  1266. }
  1267. RenderAPICapabilities* D3D9RenderAPI::updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow)
  1268. {
  1269. RenderAPICapabilities* rsc = mCurrentCapabilities;
  1270. if (rsc == nullptr)
  1271. rsc = bs_new<RenderAPICapabilities>();
  1272. rsc->setDriverVersion(mDriverVersion);
  1273. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1274. rsc->setRenderAPIName(getName());
  1275. // Init caps to maximum.
  1276. rsc->setCapability(RSC_ANISOTROPY);
  1277. rsc->setCapability(RSC_AUTOMIPMAP);
  1278. rsc->setCapability(RSC_CUBEMAPPING);
  1279. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1280. rsc->setCapability(RSC_STENCIL_WRAP);
  1281. rsc->setCapability(RSC_HWOCCLUSION);
  1282. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1283. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1284. rsc->setCapability(RSC_TEXTURE_3D);
  1285. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1286. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1287. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1288. rsc->setCapability(RSC_POINT_SPRITES);
  1289. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1290. rsc->setMaxPointSize(10.0);
  1291. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1292. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1293. rsc->setStencilBufferBitDepth(8);
  1294. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1295. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1296. {
  1297. D3D9Device* device = mDeviceManager->getDevice(i);
  1298. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1299. IDirect3DSurface9* pSurf;
  1300. // Check for hardware stencil support
  1301. d3d9Device->GetDepthStencilSurface(&pSurf);
  1302. if (pSurf != nullptr)
  1303. {
  1304. D3DSURFACE_DESC surfDesc;
  1305. pSurf->GetDesc(&surfDesc);
  1306. pSurf->Release();
  1307. }
  1308. // Check for hardware occlusion support
  1309. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1310. if (FAILED(hr))
  1311. rsc->unsetCapability(RSC_HWOCCLUSION);
  1312. }
  1313. // Update RS caps using the minimum value found in adapter list.
  1314. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1315. {
  1316. D3D9Driver* pCurDriver = mDriverList->item(i);
  1317. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1318. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1319. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1320. // Check for Anisotropy.
  1321. if (rkCurCaps.MaxAnisotropy <= 1)
  1322. rsc->unsetCapability(RSC_ANISOTROPY);
  1323. // Check automatic mipmap generation.
  1324. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1325. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1326. // Two-sided stencil
  1327. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1328. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1329. // stencil wrap
  1330. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1331. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1332. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1333. // User clip planes
  1334. if (rkCurCaps.MaxUserClipPlanes == 0)
  1335. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1336. // UBYTE4 type?
  1337. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1338. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1339. // Check cube map support.
  1340. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1341. rsc->unsetCapability(RSC_CUBEMAPPING);
  1342. // 3D textures?
  1343. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1344. rsc->unsetCapability(RSC_TEXTURE_3D);
  1345. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1346. {
  1347. // Conditional support for non POW2
  1348. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1349. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1350. }
  1351. // Number of render targets
  1352. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1353. {
  1354. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1355. }
  1356. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1357. {
  1358. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1359. }
  1360. // Point sprites
  1361. if (rkCurCaps.MaxPointSize <= 1.0f)
  1362. {
  1363. rsc->unsetCapability(RSC_POINT_SPRITES);
  1364. // sprites and extended parameters go together in D3D
  1365. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1366. }
  1367. // Take the minimum point size.
  1368. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1369. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1370. // Mipmap LOD biasing?
  1371. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1372. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1373. // Do we support per-stage src_manual constants?
  1374. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1375. // TODO: move this to RSC
  1376. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1377. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1378. // Advanced blend operations? min max subtract rev
  1379. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1380. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1381. }
  1382. // We always support compression, D3DX will decompress if device does not support
  1383. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1384. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1385. updateVertexShaderCaps(rsc);
  1386. updatePixelShaderCaps(rsc);
  1387. // Adapter details
  1388. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1389. // determine vendor
  1390. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1391. switch(adapterID.VendorId)
  1392. {
  1393. case 0x10DE:
  1394. rsc->setVendor(GPU_NVIDIA);
  1395. break;
  1396. case 0x1002:
  1397. rsc->setVendor(GPU_AMD);
  1398. break;
  1399. case 0x163C:
  1400. case 0x8086:
  1401. rsc->setVendor(GPU_INTEL);
  1402. break;
  1403. default:
  1404. rsc->setVendor(GPU_UNKNOWN);
  1405. break;
  1406. };
  1407. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1408. // We always support rendertextures bigger than the frame buffer
  1409. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1410. // Determine if any floating point texture format is supported
  1411. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1412. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1413. D3DFMT_A32B32G32R32F};
  1414. IDirect3DSurface9* bbSurf;
  1415. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1416. D3DSURFACE_DESC bbSurfDesc;
  1417. bbSurf->GetDesc(&bbSurfDesc);
  1418. for (int i = 0; i < 6; ++i)
  1419. {
  1420. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1421. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1422. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1423. {
  1424. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1425. break;
  1426. }
  1427. }
  1428. // Vertex textures
  1429. if (rsc->isShaderProfileSupported("vs_3_0"))
  1430. {
  1431. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1432. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1433. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1434. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1435. }
  1436. else
  1437. {
  1438. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1439. }
  1440. // Check alpha to coverage support
  1441. // this varies per vendor! But at least SM3 is required
  1442. if (rsc->isShaderProfileSupported("ps_3_0"))
  1443. {
  1444. // NVIDIA needs a separate check
  1445. if (rsc->getVendor() == GPU_NVIDIA)
  1446. {
  1447. if (mpD3D->CheckDeviceFormat(
  1448. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1449. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1450. {
  1451. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1452. }
  1453. }
  1454. else if (rsc->getVendor() == GPU_AMD)
  1455. {
  1456. // There is no check on ATI, we have to assume SM3 == support
  1457. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1458. }
  1459. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1460. }
  1461. if (mCurrentCapabilities == nullptr)
  1462. {
  1463. mCurrentCapabilities = rsc;
  1464. mCurrentCapabilities->addShaderProfile("hlsl");
  1465. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1466. GpuProgramCoreManager::instance().addFactory(mHLSLProgramFactory);
  1467. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1468. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1469. // set stages desc. to defaults
  1470. for (UINT32 n = 0; n < mNumTexStages; n++)
  1471. {
  1472. mTexStageDesc[n].coordIndex = 0;
  1473. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1474. mTexStageDesc[n].pTex = 0;
  1475. mTexStageDesc[n].pVertexTex = 0;
  1476. }
  1477. }
  1478. return rsc;
  1479. }
  1480. void D3D9RenderAPI::updateVertexShaderCaps(RenderAPICapabilities* rsc) const
  1481. {
  1482. UINT16 major = 0xFF;
  1483. UINT16 minor = 0xFF;
  1484. D3DCAPS9 minVSCaps;
  1485. // Find the device with the lowest vertex shader caps.
  1486. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1487. {
  1488. D3D9Driver* pCurDriver = mDriverList->item(i);
  1489. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1490. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1491. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1492. if (currMajor < major)
  1493. {
  1494. major = currMajor;
  1495. minor = currMinor;
  1496. minVSCaps = rkCurCaps;
  1497. }
  1498. else if (currMajor == major && currMinor < minor)
  1499. {
  1500. minor = currMinor;
  1501. minVSCaps = rkCurCaps;
  1502. }
  1503. }
  1504. // In case we didn't found any vertex shader support
  1505. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1506. // software vertex processing is reported there
  1507. if (major == 0 && minor == 0)
  1508. {
  1509. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1510. D3DCAPS9 d3dDeviceCaps9;
  1511. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1512. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1513. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1514. }
  1515. bool vs2x = false;
  1516. bool vs2a = false;
  1517. // Special case detection for vs_2_x/a support
  1518. if (major >= 2)
  1519. {
  1520. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1521. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1522. (minVSCaps.VS20Caps.NumTemps >= 12))
  1523. {
  1524. vs2x = true;
  1525. }
  1526. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1527. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1528. (minVSCaps.VS20Caps.NumTemps >= 13))
  1529. {
  1530. vs2a = true;
  1531. }
  1532. }
  1533. // Populate max param count
  1534. switch (major)
  1535. {
  1536. case 1:
  1537. // No boolean params allowed
  1538. rsc->setVertexProgramConstantBoolCount(0);
  1539. // No integer params allowed
  1540. rsc->setVertexProgramConstantIntCount(0);
  1541. // float params, always 4D
  1542. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1543. break;
  1544. case 2:
  1545. // 16 boolean params allowed
  1546. rsc->setVertexProgramConstantBoolCount(16);
  1547. // 16 integer params allowed, 4D
  1548. rsc->setVertexProgramConstantIntCount(16);
  1549. // float params, always 4D
  1550. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1551. break;
  1552. case 3:
  1553. // 16 boolean params allowed
  1554. rsc->setVertexProgramConstantBoolCount(16);
  1555. // 16 integer params allowed, 4D
  1556. rsc->setVertexProgramConstantIntCount(16);
  1557. // float params, always 4D
  1558. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1559. break;
  1560. }
  1561. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1562. switch(major)
  1563. {
  1564. case 3:
  1565. rsc->addShaderProfile("vs_3_0");
  1566. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1567. case 2:
  1568. if (vs2x)
  1569. {
  1570. rsc->addShaderProfile("vs_2_x");
  1571. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1572. }
  1573. if (vs2a)
  1574. {
  1575. rsc->addShaderProfile("vs_2_a");
  1576. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1577. }
  1578. rsc->addShaderProfile("vs_2_0");
  1579. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1580. case 1:
  1581. rsc->addShaderProfile("vs_1_1");
  1582. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1583. }
  1584. }
  1585. void D3D9RenderAPI::updatePixelShaderCaps(RenderAPICapabilities* rsc) const
  1586. {
  1587. UINT16 major = 0xFF;
  1588. UINT16 minor = 0xFF;
  1589. D3DCAPS9 minPSCaps;
  1590. // Find the device with the lowest pixel shader caps.
  1591. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1592. {
  1593. D3D9Driver* pCurDriver = mDriverList->item(i);
  1594. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1595. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1596. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1597. if (currMajor < major)
  1598. {
  1599. major = currMajor;
  1600. minor = currMinor;
  1601. minPSCaps = currCaps;
  1602. }
  1603. else if (currMajor == major && currMinor < minor)
  1604. {
  1605. minor = currMinor;
  1606. minPSCaps = currCaps;
  1607. }
  1608. }
  1609. bool ps2a = false;
  1610. bool ps2b = false;
  1611. bool ps2x = false;
  1612. // Special case detection for ps_2_x/a/b support
  1613. if (major >= 2)
  1614. {
  1615. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1616. (minPSCaps.PS20Caps.NumTemps >= 32))
  1617. {
  1618. ps2b = true;
  1619. }
  1620. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1621. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1622. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1623. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1624. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1625. (minPSCaps.PS20Caps.NumTemps >= 22))
  1626. {
  1627. ps2a = true;
  1628. }
  1629. // Does this enough?
  1630. if (ps2a || ps2b)
  1631. {
  1632. ps2x = true;
  1633. }
  1634. }
  1635. switch (major)
  1636. {
  1637. case 1:
  1638. // no boolean params allowed
  1639. rsc->setFragmentProgramConstantBoolCount(0);
  1640. // no integer params allowed
  1641. rsc->setFragmentProgramConstantIntCount(0);
  1642. // float params, always 4D
  1643. rsc->setFragmentProgramConstantFloatCount(8);
  1644. break;
  1645. case 2:
  1646. // 16 boolean params allowed
  1647. rsc->setFragmentProgramConstantBoolCount(16);
  1648. // 16 integer params allowed, 4D
  1649. rsc->setFragmentProgramConstantIntCount(16);
  1650. // float params, always 4D
  1651. rsc->setFragmentProgramConstantFloatCount(32);
  1652. break;
  1653. case 3:
  1654. // 16 boolean params allowed
  1655. rsc->setFragmentProgramConstantBoolCount(16);
  1656. // 16 integer params allowed, 4D
  1657. rsc->setFragmentProgramConstantIntCount(16);
  1658. // float params, always 4D
  1659. rsc->setFragmentProgramConstantFloatCount(224);
  1660. break;
  1661. }
  1662. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1663. switch(major)
  1664. {
  1665. case 3:
  1666. if (minor > 0)
  1667. {
  1668. rsc->addShaderProfile("ps_3_x");
  1669. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1670. }
  1671. rsc->addShaderProfile("ps_3_0");
  1672. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1673. case 2:
  1674. if (ps2x)
  1675. {
  1676. rsc->addShaderProfile("ps_2_x");
  1677. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1678. }
  1679. if (ps2a)
  1680. {
  1681. rsc->addShaderProfile("ps_2_a");
  1682. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1683. }
  1684. if (ps2b)
  1685. {
  1686. rsc->addShaderProfile("ps_2_b");
  1687. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1688. }
  1689. rsc->addShaderProfile("ps_2_0");
  1690. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1691. case 1:
  1692. if (major > 1 || minor >= 4)
  1693. {
  1694. rsc->addShaderProfile("ps_1_4");
  1695. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1696. }
  1697. if (major > 1 || minor >= 3)
  1698. {
  1699. rsc->addShaderProfile("ps_1_3");
  1700. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1701. }
  1702. if (major > 1 || minor >= 2)
  1703. {
  1704. rsc->addShaderProfile("ps_1_2");
  1705. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1706. }
  1707. rsc->addShaderProfile("ps_1_1");
  1708. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1709. }
  1710. }
  1711. String D3D9RenderAPI::getErrorDescription(long errorNumber) const
  1712. {
  1713. const String errMsg = DXGetErrorDescription(errorNumber);
  1714. return errMsg;
  1715. }
  1716. void D3D9RenderAPI::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1717. {
  1718. float plane[4] = { A, B, C, D };
  1719. getActiveD3D9Device()->SetClipPlane (index, plane);
  1720. }
  1721. void D3D9RenderAPI::enableClipPlane (UINT16 index, bool enable)
  1722. {
  1723. DWORD prev;
  1724. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1725. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1726. (prev | (1 << index)) : (prev & ~(1 << index)));
  1727. }
  1728. void D3D9RenderAPI::notifyOnDeviceLost(D3D9Device* device)
  1729. {
  1730. if (mIsFrameInProgress)
  1731. {
  1732. endFrame();
  1733. mRestoreFrameOnReset = true;
  1734. }
  1735. }
  1736. void D3D9RenderAPI::notifyOnDeviceReset(D3D9Device* device)
  1737. {
  1738. // Reset state attributes.
  1739. mVertexProgramBound = false;
  1740. mFragmentProgramBound = false;
  1741. if (mRestoreFrameOnReset)
  1742. {
  1743. beginFrame();
  1744. mRestoreFrameOnReset = false;
  1745. }
  1746. }
  1747. void D3D9RenderAPI::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1748. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1749. {
  1750. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1751. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1752. CSAAMode csaaMode = CSAA_Normal;
  1753. D3D9DriverList* driverList = getDirect3DDrivers();
  1754. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1755. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1756. for (UINT32 i = 0; i < driverList->count(); ++i)
  1757. {
  1758. D3D9Driver* currDriver = driverList->item(i);
  1759. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1760. {
  1761. deviceDriver = currDriver;
  1762. break;
  1763. }
  1764. }
  1765. UINT32 origNumSamples = multisampleCount;
  1766. bool foundValid = false;
  1767. while (!foundValid)
  1768. {
  1769. // Deal with special cases
  1770. if (tryCSAA)
  1771. {
  1772. switch(multisampleCount)
  1773. {
  1774. case 8:
  1775. if (csaaMode == CSAA_Quality)
  1776. {
  1777. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1778. *outMultisampleQuality = 0;
  1779. }
  1780. else
  1781. {
  1782. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1783. *outMultisampleQuality = 2;
  1784. }
  1785. break;
  1786. case 16:
  1787. if (csaaMode == CSAA_Quality)
  1788. {
  1789. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1790. *outMultisampleQuality = 2;
  1791. }
  1792. else
  1793. {
  1794. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1795. *outMultisampleQuality = 4;
  1796. }
  1797. break;
  1798. }
  1799. }
  1800. else // !CSAA
  1801. {
  1802. *outMultisampleType = D3DMULTISAMPLE_NONE;
  1803. *outMultisampleQuality = 0;
  1804. }
  1805. HRESULT hr;
  1806. DWORD outQuality;
  1807. hr = mpD3D->CheckDeviceMultiSampleType(
  1808. deviceDriver->getAdapterNumber(),
  1809. D3DDEVTYPE_HAL,
  1810. d3dPixelFormat,
  1811. !fullScreen,
  1812. *outMultisampleType,
  1813. &outQuality);
  1814. if (SUCCEEDED(hr) &&
  1815. (!tryCSAA || outQuality > *outMultisampleQuality))
  1816. {
  1817. foundValid = true;
  1818. }
  1819. else
  1820. {
  1821. // Downgrade
  1822. if (tryCSAA && multisampleCount == 8)
  1823. {
  1824. // For CSAA, we'll try downgrading with quality mode at all samples.
  1825. // then try without quality, then drop CSAA
  1826. if (csaaMode == CSAA_Quality)
  1827. {
  1828. // Drop quality first
  1829. csaaMode = CSAA_Normal;
  1830. }
  1831. else
  1832. {
  1833. // Drop CSAA entirely
  1834. tryCSAA = false;
  1835. }
  1836. // Return to original requested samples
  1837. multisampleCount = origNumSamples;
  1838. }
  1839. else
  1840. {
  1841. // Drop samples
  1842. multisampleCount--;
  1843. if (multisampleCount == 1)
  1844. {
  1845. // Ran out of options, no multisampling
  1846. multisampleCount = 0;
  1847. foundValid = true;
  1848. }
  1849. }
  1850. }
  1851. }
  1852. }
  1853. void D3D9RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  1854. {
  1855. size_t i;
  1856. size_t numClipPlanes;
  1857. D3DXPLANE dx9ClipPlane;
  1858. DWORD mask = 0;
  1859. HRESULT hr;
  1860. numClipPlanes = clipPlanes.size();
  1861. for (i = 0; i < numClipPlanes; ++i)
  1862. {
  1863. const Plane& plane = clipPlanes[i];
  1864. dx9ClipPlane.a = plane.normal.x;
  1865. dx9ClipPlane.b = plane.normal.y;
  1866. dx9ClipPlane.c = plane.normal.z;
  1867. dx9ClipPlane.d = plane.d;
  1868. // TODO Low priority - Transform planes to clip space?
  1869. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1870. if (FAILED(hr))
  1871. {
  1872. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1873. }
  1874. mask |= (1 << i);
  1875. }
  1876. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1877. if (FAILED(hr))
  1878. {
  1879. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1880. }
  1881. }
  1882. HRESULT D3D9RenderAPI::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1883. {
  1884. return getActiveD3D9Device()->SetRenderState(state, value);
  1885. }
  1886. HRESULT D3D9RenderAPI::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1887. {
  1888. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1889. }
  1890. HRESULT D3D9RenderAPI::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1891. {
  1892. if (stage < 8)
  1893. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1894. else
  1895. return D3D_OK;
  1896. }
  1897. DWORD D3D9RenderAPI::getCurrentAnisotropy(UINT32 unit)
  1898. {
  1899. DWORD oldVal;
  1900. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1901. return oldVal;
  1902. }
  1903. void D3D9RenderAPI::applyViewport()
  1904. {
  1905. if (mActiveRenderTarget == nullptr)
  1906. return;
  1907. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1908. D3DVIEWPORT9 d3dvp;
  1909. HRESULT hr;
  1910. setCullingMode(mCullingMode);
  1911. // Set viewport dimensions
  1912. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1913. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1914. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1915. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1916. d3dvp.X = mViewportLeft;
  1917. d3dvp.Y = mViewportTop;
  1918. d3dvp.Width = mViewportWidth;
  1919. d3dvp.Height = mViewportHeight;
  1920. if (rtProps.requiresTextureFlipping())
  1921. {
  1922. // Convert "top-left" to "bottom-left"
  1923. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  1924. }
  1925. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  1926. d3dvp.MinZ = 0.0f;
  1927. d3dvp.MaxZ = 1.0f;
  1928. if (FAILED(hr = getActiveD3D9Device()->SetViewport(&d3dvp)))
  1929. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  1930. }
  1931. }