BsD3D9RenderAPI.cpp 69 KB

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  1. #include "BsD3D9RenderAPI.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. D3D9RenderAPI* D3D9RenderAPI::msD3D9RenderSystem = nullptr;
  35. D3D9RenderAPI::D3D9RenderAPI(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), mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  41. {
  42. msD3D9RenderSystem = this;
  43. mScissorRect.left = 0;
  44. mScissorRect.right = 1280;
  45. mScissorRect.top = 0;
  46. mScissorRect.bottom = 720;
  47. }
  48. D3D9RenderAPI::~D3D9RenderAPI()
  49. {
  50. }
  51. const String& D3D9RenderAPI::getName() const
  52. {
  53. static String strName( "D3D9RenderAPI");
  54. return strName;
  55. }
  56. const String& D3D9RenderAPI::getShadingLanguageName() const
  57. {
  58. static String strName("hlsl");
  59. return strName;
  60. }
  61. void D3D9RenderAPI::initializePrepare()
  62. {
  63. THROW_IF_NOT_CORE_THREAD;
  64. // Create the resource manager.
  65. mResourceManager = bs_new<D3D9ResourceManager>();
  66. // Create our Direct3D object
  67. if((mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
  68. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  69. // Init using current settings
  70. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  71. if(mActiveD3DDriver == nullptr)
  72. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  73. // get driver version
  74. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  75. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  76. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  77. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  78. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  79. // Create the device manager.
  80. mDeviceManager = bs_new<D3D9DeviceManager>();
  81. // Also create hardware buffer manager
  82. HardwareBufferManager::startUp();
  83. HardwareBufferCoreManager::startUp<D3D9HardwareBufferCoreManager>();
  84. // Create & register HLSL factory
  85. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  86. // Create render window manager
  87. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  88. RenderWindowCoreManager::startUp<D3D9RenderWindowCoreManager>(this);
  89. // Create render state manager
  90. RenderStateCoreManager::startUp();
  91. RenderAPICore::initializePrepare();
  92. }
  93. void D3D9RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  94. {
  95. D3D9RenderWindowCore* d3d9window = static_cast<D3D9RenderWindowCore*>(primaryWindow.get());
  96. updateRenderSystemCapabilities(d3d9window);
  97. // Create the texture manager for use by others
  98. TextureManager::startUp<D3D9TextureManager>();
  99. TextureCoreManager::startUp<D3D9TextureCoreManager>();
  100. QueryManager::startUp<D3D9QueryManager>();
  101. RenderAPICore::initializeFinalize(primaryWindow);
  102. }
  103. void D3D9RenderAPI::destroyCore()
  104. {
  105. if(mTexStageDesc != nullptr)
  106. {
  107. bs_deleteN(mTexStageDesc, mNumTexStages);
  108. mTexStageDesc = nullptr;
  109. }
  110. RenderAPICore::destroyCore();
  111. if(mDeviceManager != nullptr)
  112. {
  113. bs_delete(mDeviceManager);
  114. mDeviceManager = nullptr;
  115. }
  116. if(mDriverList != nullptr)
  117. {
  118. bs_delete(mDriverList);
  119. mDriverList = nullptr;
  120. }
  121. mActiveD3DDriver = NULL;
  122. QueryManager::shutDown();
  123. TextureCoreManager::shutDown();
  124. TextureManager::shutDown();
  125. HardwareBufferCoreManager::shutDown();
  126. HardwareBufferManager::shutDown();
  127. RenderWindowCoreManager::shutDown();
  128. RenderWindowManager::shutDown();
  129. RenderStateCoreManager::shutDown();
  130. // Deleting the HLSL program factory
  131. if (mHLSLProgramFactory)
  132. {
  133. GpuProgramCoreManager::instance().removeFactory(mHLSLProgramFactory);
  134. bs_delete(mHLSLProgramFactory);
  135. mHLSLProgramFactory = 0;
  136. }
  137. SAFE_RELEASE(mpD3D);
  138. if(mResourceManager != nullptr)
  139. {
  140. bs_delete(mResourceManager);
  141. mResourceManager = nullptr;
  142. }
  143. msD3D9RenderSystem = NULL;
  144. }
  145. void D3D9RenderAPI::registerWindow(RenderWindowCore& renderWindow)
  146. {
  147. THROW_IF_NOT_CORE_THREAD;
  148. D3D9RenderWindowCore* d3d9renderWindow = static_cast<D3D9RenderWindowCore*>(&renderWindow);
  149. String msg;
  150. mResourceManager->lockDeviceAccess();
  151. try
  152. {
  153. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  154. }
  155. catch (const BansheeEngine::RenderingAPIException&)
  156. {
  157. // after catching the exception, clean up
  158. mResourceManager->unlockDeviceAccess();
  159. // re-throw
  160. throw;
  161. }
  162. mResourceManager->unlockDeviceAccess();
  163. }
  164. void D3D9RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. HRESULT hr;
  168. switch (prg->getProperties().getType())
  169. {
  170. case GPT_VERTEX_PROGRAM:
  171. hr = getActiveD3D9Device()->SetVertexShader(
  172. static_cast<D3D9GpuVertexProgramCore*>(prg.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<D3D9GpuFragmentProgramCore*>(prg.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. RenderAPICore::bindGpuProgram(prg);
  195. }
  196. void D3D9RenderAPI::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. RenderAPICore::unbindGpuProgram(gptype);
  219. }
  220. void D3D9RenderAPI::bindGpuParams(GpuProgramType gptype, const SPtr<GpuParamsCore>& 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. SPtr<SamplerStateCore> samplerState = bindableParams->getSamplerState(iter->second.slot);
  228. if(samplerState == nullptr)
  229. setSamplerState(gptype, iter->second.slot, SamplerStateCore::getDefault());
  230. else
  231. setSamplerState(gptype, iter->second.slot, samplerState);
  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. SPtr<TextureCore> texture = bindableParams->getTexture(iter->second.slot);
  238. if(texture == nullptr)
  239. setTexture(gptype, iter->second.slot, false, nullptr);
  240. else
  241. setTexture(gptype, iter->second.slot, true, texture);
  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. SPtr<GpuParamBlockBufferCore> paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  253. UINT8* data = (UINT8*)bs_alloc<ScratchAlloc>(paramBlock->getSize());
  254. paramBlock->readFromGPU(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 D3D9RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& 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. SPtr<D3D9TextureCore> dt = std::static_pointer_cast<D3D9TextureCore>(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->getProperties().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 D3D9RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& 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 D3D9RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& 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. const SamplerProperties& sampProps = state->getProperties();
  448. // Set texture layer filtering
  449. setTextureFiltering(unit, FT_MIN, sampProps.getTextureFiltering(FT_MIN));
  450. setTextureFiltering(unit, FT_MAG, sampProps.getTextureFiltering(FT_MAG));
  451. setTextureFiltering(unit, FT_MIP, sampProps.getTextureFiltering(FT_MIP));
  452. // Set texture layer filtering
  453. if (sampProps.getTextureAnisotropy() > 0)
  454. setTextureAnisotropy(unit, sampProps.getTextureAnisotropy());
  455. // Set mipmap biasing
  456. setTextureMipmapBias(unit, sampProps.getTextureMipmapBias());
  457. // Texture addressing mode
  458. const UVWAddressingMode& uvw = sampProps.getTextureAddressingMode();
  459. setTextureAddressingMode(unit, uvw);
  460. // Set border color
  461. setTextureBorderColor(unit, sampProps.getBorderColor());
  462. BS_INC_RENDER_STAT(NumSamplerBinds);
  463. }
  464. void D3D9RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  465. {
  466. THROW_IF_NOT_CORE_THREAD;
  467. const BlendProperties& stateProps = blendState->getProperties();
  468. // Alpha to coverage
  469. setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
  470. // Blend states
  471. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  472. if (stateProps.getBlendEnabled(0))
  473. {
  474. setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0), stateProps.getAlphaDstBlend(0)
  475. , stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
  476. }
  477. else
  478. {
  479. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  480. }
  481. // Color write mask
  482. UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
  483. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  484. BS_INC_RENDER_STAT(NumBlendStateChanges);
  485. }
  486. void D3D9RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  487. {
  488. THROW_IF_NOT_CORE_THREAD;
  489. const RasterizerProperties& stateProps = rasterizerState->getProperties();
  490. setDepthBias((float)stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
  491. setCullingMode(stateProps.getCullMode());
  492. setPolygonMode(stateProps.getPolygonMode());
  493. setScissorTestEnable(stateProps.getScissorEnable());
  494. setMultisampleAntialiasEnable(stateProps.getMultisampleEnable());
  495. setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
  496. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  497. }
  498. void D3D9RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  499. {
  500. THROW_IF_NOT_CORE_THREAD;
  501. const DepthStencilProperties& stateProps = depthStencilState->getProperties();
  502. // Set stencil buffer options
  503. setStencilCheckEnabled(stateProps.getStencilEnable());
  504. setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
  505. setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), true);
  506. setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
  507. setStencilBufferFunc(stateProps.getStencilBackCompFunc(), false);
  508. setStencilBufferReadMask(stateProps.getStencilReadMask());
  509. setStencilBufferWriteMask(stateProps.getStencilWriteMask());
  510. // Set depth buffer options
  511. setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
  512. setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
  513. setDepthBufferFunction(stateProps.getDepthComparisonFunc());
  514. // Set stencil ref value
  515. setStencilRefValue(stencilRefValue);
  516. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  517. }
  518. void D3D9RenderAPI::setTextureMipmapBias(UINT16 unit, float bias)
  519. {
  520. THROW_IF_NOT_CORE_THREAD;
  521. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  522. {
  523. // ugh - have to pass float data through DWORD with no conversion
  524. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  525. *(DWORD*)&bias);
  526. if(FAILED(hr))
  527. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  528. }
  529. }
  530. void D3D9RenderAPI::setTextureAddressingMode( UINT16 stage,
  531. const UVWAddressingMode& uvw )
  532. {
  533. THROW_IF_NOT_CORE_THREAD;
  534. HRESULT hr;
  535. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  536. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  537. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  538. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  539. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  540. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  541. }
  542. void D3D9RenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
  543. {
  544. THROW_IF_NOT_CORE_THREAD;
  545. HRESULT hr;
  546. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  547. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  548. }
  549. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  550. {
  551. THROW_IF_NOT_CORE_THREAD;
  552. HRESULT hr;
  553. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  554. {
  555. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  556. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  557. }
  558. else
  559. {
  560. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  561. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  562. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  563. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  564. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  565. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  566. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  567. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  568. }
  569. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  570. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  571. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  572. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  573. }
  574. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  575. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  576. {
  577. THROW_IF_NOT_CORE_THREAD;
  578. HRESULT hr;
  579. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  580. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  581. {
  582. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  583. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  584. }
  585. else
  586. {
  587. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  588. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  589. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  590. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  591. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  592. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  593. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  594. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  595. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  596. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  597. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  598. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  599. }
  600. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  601. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  602. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  603. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  604. }
  605. void D3D9RenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
  606. {
  607. THROW_IF_NOT_CORE_THREAD;
  608. HRESULT hr;
  609. if (func != CMPF_ALWAYS_PASS)
  610. {
  611. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  612. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  613. }
  614. else
  615. {
  616. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  617. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  618. }
  619. // Set always just be sure
  620. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  621. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  622. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  623. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  624. }
  625. void D3D9RenderAPI::setAlphaToCoverage(bool enable)
  626. {
  627. THROW_IF_NOT_CORE_THREAD;
  628. HRESULT hr;
  629. static bool lasta2c = false;
  630. // Alpha to coverage
  631. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  632. {
  633. // Vendor-specific hacks on renderstate, gotta love 'em
  634. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  635. {
  636. if (enable)
  637. {
  638. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  639. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  640. }
  641. else
  642. {
  643. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  644. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  645. }
  646. }
  647. else if ((getCapabilities()->getVendor() == GPU_AMD))
  648. {
  649. if (enable)
  650. {
  651. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  652. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  653. }
  654. else
  655. {
  656. // discovered this through trial and error, seems to work
  657. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  658. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  659. }
  660. }
  661. lasta2c = enable;
  662. }
  663. }
  664. void D3D9RenderAPI::setCullingMode(CullingMode mode)
  665. {
  666. THROW_IF_NOT_CORE_THREAD;
  667. mCullingMode = mode;
  668. HRESULT hr;
  669. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  670. D3D9Mappings::get(mode, false))) )
  671. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  672. }
  673. void D3D9RenderAPI::setDepthBufferCheckEnabled(bool enabled)
  674. {
  675. THROW_IF_NOT_CORE_THREAD;
  676. HRESULT hr;
  677. if( enabled )
  678. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  679. else
  680. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  681. if(FAILED(hr))
  682. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  683. }
  684. void D3D9RenderAPI::setDepthBufferWriteEnabled(bool enabled)
  685. {
  686. THROW_IF_NOT_CORE_THREAD;
  687. HRESULT hr;
  688. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  689. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  690. }
  691. void D3D9RenderAPI::setDepthBufferFunction(CompareFunction func)
  692. {
  693. THROW_IF_NOT_CORE_THREAD;
  694. HRESULT hr;
  695. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  696. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  697. }
  698. void D3D9RenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
  699. {
  700. THROW_IF_NOT_CORE_THREAD;
  701. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  702. {
  703. // Negate bias since D3D is backward
  704. // D3D also expresses the constant bias as an absolute value, rather than
  705. // relative to minimum depth unit, so scale to fit
  706. constantBias = -constantBias / 250000.0f;
  707. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  708. if (FAILED(hr))
  709. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  710. }
  711. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  712. {
  713. // Negate bias since D3D is backward
  714. slopeScaleBias = -slopeScaleBias;
  715. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  716. if (FAILED(hr))
  717. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  718. }
  719. }
  720. void D3D9RenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  721. {
  722. THROW_IF_NOT_CORE_THREAD;
  723. DWORD val = 0;
  724. if (red)
  725. val |= D3DCOLORWRITEENABLE_RED;
  726. if (green)
  727. val |= D3DCOLORWRITEENABLE_GREEN;
  728. if (blue)
  729. val |= D3DCOLORWRITEENABLE_BLUE;
  730. if (alpha)
  731. val |= D3DCOLORWRITEENABLE_ALPHA;
  732. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  733. if (FAILED(hr))
  734. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  735. }
  736. void D3D9RenderAPI::setPolygonMode(PolygonMode level)
  737. {
  738. THROW_IF_NOT_CORE_THREAD;
  739. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  740. if (FAILED(hr))
  741. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  742. }
  743. void D3D9RenderAPI::setStencilCheckEnabled(bool enabled)
  744. {
  745. THROW_IF_NOT_CORE_THREAD;
  746. // Allow stencilling
  747. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  748. if (FAILED(hr))
  749. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  750. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  751. {
  752. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  753. if (FAILED(hr))
  754. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  755. }
  756. else
  757. {
  758. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  759. if (FAILED(hr))
  760. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  761. }
  762. }
  763. void D3D9RenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  764. {
  765. THROW_IF_NOT_CORE_THREAD;
  766. HRESULT hr;
  767. // 2-sided operation
  768. if (ccw)
  769. {
  770. // fail op
  771. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  772. if (FAILED(hr))
  773. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  774. // depth fail op
  775. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  776. if (FAILED(hr))
  777. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  778. // pass op
  779. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  780. if (FAILED(hr))
  781. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  782. }
  783. else
  784. {
  785. // fail op
  786. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  787. if (FAILED(hr))
  788. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  789. // depth fail op
  790. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  791. if (FAILED(hr))
  792. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  793. // pass op
  794. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  795. if (FAILED(hr))
  796. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  797. }
  798. }
  799. void D3D9RenderAPI::setStencilBufferFunc(CompareFunction func, bool ccw)
  800. {
  801. HRESULT hr;
  802. if(ccw)
  803. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  804. else
  805. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  806. if (FAILED(hr))
  807. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  808. }
  809. void D3D9RenderAPI::setStencilBufferReadMask(UINT32 mask)
  810. {
  811. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  812. if (FAILED(hr))
  813. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  814. }
  815. void D3D9RenderAPI::setStencilBufferWriteMask(UINT32 mask)
  816. {
  817. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  818. if (FAILED(hr))
  819. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  820. }
  821. void D3D9RenderAPI::setStencilRefValue(UINT32 refValue)
  822. {
  823. THROW_IF_NOT_CORE_THREAD;
  824. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  825. if (FAILED(hr))
  826. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  827. }
  828. void D3D9RenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  829. {
  830. THROW_IF_NOT_CORE_THREAD;
  831. HRESULT hr;
  832. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  833. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  834. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  835. if (FAILED(hr))
  836. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  837. }
  838. void D3D9RenderAPI::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  839. {
  840. THROW_IF_NOT_CORE_THREAD;
  841. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  842. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  843. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  844. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  845. }
  846. void D3D9RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
  847. {
  848. THROW_IF_NOT_CORE_THREAD;
  849. mActiveRenderTarget = target;
  850. const RenderTargetProperties& rtProps = target->getProperties();
  851. HRESULT hr;
  852. // Possibly change device if the target is a window
  853. if (rtProps.isWindow())
  854. {
  855. D3D9RenderWindowCore* window = static_cast<D3D9RenderWindowCore*>(target.get());
  856. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  857. window->_validateDevice();
  858. }
  859. // Retrieve render surfaces
  860. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  861. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  862. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  863. target->getCustomAttribute("DDBACKBUFFER", pBack);
  864. if (!pBack[0])
  865. {
  866. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  867. return;
  868. }
  869. IDirect3DSurface9* pDepth = NULL;
  870. if (!pDepth)
  871. target->getCustomAttribute("D3DZBUFFER", &pDepth);
  872. // Bind render targets
  873. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  874. {
  875. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  876. if (FAILED(hr))
  877. {
  878. String msg = DXGetErrorDescription(hr);
  879. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  880. }
  881. }
  882. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  883. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  884. if (FAILED(hr))
  885. {
  886. String msg = DXGetErrorDescription(hr);
  887. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  888. }
  889. // Set sRGB write mode
  890. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  891. applyViewport();
  892. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  893. }
  894. void D3D9RenderAPI::setViewport(const Rect2& vp)
  895. {
  896. THROW_IF_NOT_CORE_THREAD;
  897. mViewportNorm = vp;
  898. applyViewport();
  899. }
  900. void D3D9RenderAPI::beginFrame()
  901. {
  902. THROW_IF_NOT_CORE_THREAD;
  903. HRESULT hr;
  904. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  905. {
  906. String msg = DXGetErrorDescription(hr);
  907. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  908. }
  909. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  910. mIsFrameInProgress = true;
  911. }
  912. void D3D9RenderAPI::endFrame()
  913. {
  914. THROW_IF_NOT_CORE_THREAD;
  915. HRESULT hr;
  916. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  917. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  918. mIsFrameInProgress = false;
  919. }
  920. void D3D9RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& decl)
  921. {
  922. THROW_IF_NOT_CORE_THREAD;
  923. std::shared_ptr<D3D9VertexDeclarationCore> d3ddecl = std::static_pointer_cast<D3D9VertexDeclarationCore>(decl);
  924. HRESULT hr;
  925. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  926. {
  927. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  928. }
  929. }
  930. void D3D9RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  931. {
  932. THROW_IF_NOT_CORE_THREAD;
  933. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  934. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  935. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  936. HRESULT hr;
  937. for(UINT32 i = 0; i < numBuffers; i++)
  938. {
  939. if(buffers[i] != nullptr)
  940. {
  941. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  942. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  943. hr = getActiveD3D9Device()->SetStreamSource(
  944. static_cast<UINT>(index + i),
  945. d3d9buf->getD3D9VertexBuffer(),
  946. 0,
  947. static_cast<UINT>(vbProps.getVertexSize()) // stride
  948. );
  949. }
  950. else
  951. {
  952. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  953. }
  954. if (FAILED(hr))
  955. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  956. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  957. }
  958. }
  959. void D3D9RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  960. {
  961. THROW_IF_NOT_CORE_THREAD;
  962. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  963. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  964. if (FAILED(hr))
  965. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  966. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  967. }
  968. void D3D9RenderAPI::setDrawOperation(DrawOperationType op)
  969. {
  970. THROW_IF_NOT_CORE_THREAD;
  971. mCurrentDrawOperation = op;
  972. }
  973. void D3D9RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  974. {
  975. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  976. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  977. if(FAILED(hr))
  978. {
  979. String msg = DXGetErrorDescription(hr);
  980. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  981. }
  982. BS_INC_RENDER_STAT(NumDrawCalls);
  983. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  984. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  985. }
  986. void D3D9RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  987. {
  988. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  989. // do indexed draw operation
  990. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  991. getD3D9PrimitiveType(),
  992. static_cast<UINT>(vertexOffset),
  993. 0,
  994. static_cast<UINT>(vertexCount),
  995. static_cast<UINT>(startIndex),
  996. static_cast<UINT>(primCount)
  997. );
  998. if(FAILED(hr))
  999. {
  1000. String msg = DXGetErrorDescription(hr);
  1001. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  1002. }
  1003. BS_INC_RENDER_STAT(NumDrawCalls);
  1004. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  1005. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  1006. }
  1007. void D3D9RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  1008. {
  1009. THROW_IF_NOT_CORE_THREAD;
  1010. mScissorRect.left = static_cast<LONG>(left);
  1011. mScissorRect.top = static_cast<LONG>(top);
  1012. mScissorRect.bottom = static_cast<LONG>(bottom);
  1013. mScissorRect.right = static_cast<LONG>(right);
  1014. }
  1015. void D3D9RenderAPI::setScissorTestEnable(bool enable)
  1016. {
  1017. THROW_IF_NOT_CORE_THREAD;
  1018. HRESULT hr;
  1019. if (enable)
  1020. {
  1021. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1022. {
  1023. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1024. }
  1025. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1026. {
  1027. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1028. }
  1029. }
  1030. else
  1031. {
  1032. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1033. {
  1034. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1035. }
  1036. }
  1037. }
  1038. void D3D9RenderAPI::setMultisampleAntialiasEnable(bool enable)
  1039. {
  1040. HRESULT hr;
  1041. if(enable)
  1042. {
  1043. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1044. {
  1045. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1046. }
  1047. }
  1048. else
  1049. {
  1050. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1051. {
  1052. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1053. }
  1054. }
  1055. }
  1056. void D3D9RenderAPI::setAntialiasedLineEnable(bool enable)
  1057. {
  1058. HRESULT hr;
  1059. if(enable)
  1060. {
  1061. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1062. {
  1063. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1064. }
  1065. }
  1066. else
  1067. {
  1068. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1069. {
  1070. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1071. }
  1072. }
  1073. }
  1074. void D3D9RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1075. {
  1076. if(mActiveRenderTarget == nullptr)
  1077. return;
  1078. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1079. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1080. clearArea(buffers, color, depth, stencil, clearRect);
  1081. }
  1082. void D3D9RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1083. {
  1084. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1085. clearArea(buffers, color, depth, stencil, clearRect);
  1086. }
  1087. void D3D9RenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1088. {
  1089. THROW_IF_NOT_CORE_THREAD;
  1090. if(mActiveRenderTarget == nullptr)
  1091. return;
  1092. DWORD flags = 0;
  1093. if (buffers & FBT_COLOR)
  1094. {
  1095. flags |= D3DCLEAR_TARGET;
  1096. }
  1097. if (buffers & FBT_DEPTH)
  1098. {
  1099. flags |= D3DCLEAR_ZBUFFER;
  1100. }
  1101. // Only try to clear the stencil buffer if supported
  1102. if (buffers & FBT_STENCIL)
  1103. {
  1104. flags |= D3DCLEAR_STENCIL;
  1105. }
  1106. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1107. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1108. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1109. if(!clearEntireTarget)
  1110. {
  1111. D3DRECT clearD3DRect;
  1112. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1113. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1114. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1115. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1116. HRESULT hr;
  1117. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1118. {
  1119. String msg = DXGetErrorDescription(hr);
  1120. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1121. }
  1122. }
  1123. else
  1124. {
  1125. HRESULT hr;
  1126. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1127. {
  1128. String msg = DXGetErrorDescription(hr);
  1129. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1130. }
  1131. }
  1132. BS_INC_RENDER_STAT(NumClears);
  1133. }
  1134. IDirect3D9* D3D9RenderAPI::getDirect3D9()
  1135. {
  1136. THROW_IF_NOT_CORE_THREAD;
  1137. return msD3D9RenderSystem->mpD3D;
  1138. }
  1139. UINT D3D9RenderAPI::getResourceCreationDeviceCount()
  1140. {
  1141. THROW_IF_NOT_CORE_THREAD;
  1142. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1143. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1144. {
  1145. return 1;
  1146. }
  1147. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1148. {
  1149. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1150. }
  1151. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1152. return 0;
  1153. }
  1154. IDirect3DDevice9* D3D9RenderAPI::getResourceCreationDevice(UINT index)
  1155. {
  1156. THROW_IF_NOT_CORE_THREAD;
  1157. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1158. IDirect3DDevice9* d3d9Device = NULL;
  1159. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1160. {
  1161. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1162. }
  1163. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1164. {
  1165. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1166. }
  1167. else
  1168. {
  1169. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1170. }
  1171. return d3d9Device;
  1172. }
  1173. IDirect3DDevice9* D3D9RenderAPI::getActiveD3D9Device()
  1174. {
  1175. THROW_IF_NOT_CORE_THREAD;
  1176. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1177. IDirect3DDevice9* d3d9Device;
  1178. d3d9Device = activeDevice->getD3D9Device();
  1179. if (d3d9Device == nullptr)
  1180. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1181. return d3d9Device;
  1182. }
  1183. D3D9ResourceManager* D3D9RenderAPI::getResourceManager()
  1184. {
  1185. // No need to check if we're on core thread as this is synced up internally
  1186. return msD3D9RenderSystem->mResourceManager;
  1187. }
  1188. D3D9DeviceManager* D3D9RenderAPI::getDeviceManager()
  1189. {
  1190. THROW_IF_NOT_CORE_THREAD;
  1191. return msD3D9RenderSystem->mDeviceManager;
  1192. }
  1193. /************************************************************************/
  1194. /* UTILITY METHODS */
  1195. /************************************************************************/
  1196. float D3D9RenderAPI::getHorizontalTexelOffset()
  1197. {
  1198. // D3D considers the origin to be in the center of a pixel
  1199. return -0.5f;
  1200. }
  1201. float D3D9RenderAPI::getVerticalTexelOffset()
  1202. {
  1203. // D3D considers the origin to be in the center of a pixel
  1204. return -0.5f;
  1205. }
  1206. float D3D9RenderAPI::getMinimumDepthInputValue()
  1207. {
  1208. // Range [0.0f, 1.0f]
  1209. return 0.0f;
  1210. }
  1211. float D3D9RenderAPI::getMaximumDepthInputValue()
  1212. {
  1213. // Range [0.0f, 1.0f]
  1214. return 1.0f;
  1215. }
  1216. VertexElementType D3D9RenderAPI::getColorVertexElementType() const
  1217. {
  1218. return VET_COLOR_ARGB;
  1219. }
  1220. void D3D9RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1221. {
  1222. dest = matrix;
  1223. // Convert depth range from [-1,+1] to [0,1]
  1224. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1225. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1226. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1227. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1228. }
  1229. /************************************************************************/
  1230. /* PRIVATE */
  1231. /************************************************************************/
  1232. D3D9DriverList* D3D9RenderAPI::getDirect3DDrivers() const
  1233. {
  1234. if( !mDriverList )
  1235. mDriverList = bs_new<D3D9DriverList>();
  1236. return mDriverList;
  1237. }
  1238. D3DPRIMITIVETYPE D3D9RenderAPI::getD3D9PrimitiveType() const
  1239. {
  1240. switch(mCurrentDrawOperation)
  1241. {
  1242. case DOT_POINT_LIST:
  1243. return D3DPT_POINTLIST;
  1244. case DOT_LINE_LIST:
  1245. return D3DPT_LINELIST;
  1246. case DOT_LINE_STRIP:
  1247. return D3DPT_LINESTRIP;
  1248. case DOT_TRIANGLE_LIST:
  1249. return D3DPT_TRIANGLELIST;
  1250. case DOT_TRIANGLE_STRIP:
  1251. return D3DPT_TRIANGLESTRIP;
  1252. case DOT_TRIANGLE_FAN:
  1253. return D3DPT_TRIANGLEFAN;
  1254. }
  1255. return D3DPT_TRIANGLELIST;
  1256. }
  1257. RenderAPICapabilities* D3D9RenderAPI::updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow)
  1258. {
  1259. RenderAPICapabilities* rsc = mCurrentCapabilities;
  1260. if (rsc == nullptr)
  1261. rsc = bs_new<RenderAPICapabilities>();
  1262. rsc->setDriverVersion(mDriverVersion);
  1263. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1264. rsc->setRenderSystemName(getName());
  1265. // Init caps to maximum.
  1266. rsc->setCapability(RSC_ANISOTROPY);
  1267. rsc->setCapability(RSC_AUTOMIPMAP);
  1268. rsc->setCapability(RSC_CUBEMAPPING);
  1269. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1270. rsc->setCapability(RSC_STENCIL_WRAP);
  1271. rsc->setCapability(RSC_HWOCCLUSION);
  1272. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1273. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1274. rsc->setCapability(RSC_TEXTURE_3D);
  1275. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1276. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1277. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1278. rsc->setCapability(RSC_POINT_SPRITES);
  1279. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1280. rsc->setMaxPointSize(10.0);
  1281. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1282. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1283. rsc->setStencilBufferBitDepth(8);
  1284. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1285. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1286. {
  1287. D3D9Device* device = mDeviceManager->getDevice(i);
  1288. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1289. IDirect3DSurface9* pSurf;
  1290. // Check for hardware stencil support
  1291. d3d9Device->GetDepthStencilSurface(&pSurf);
  1292. if (pSurf != nullptr)
  1293. {
  1294. D3DSURFACE_DESC surfDesc;
  1295. pSurf->GetDesc(&surfDesc);
  1296. pSurf->Release();
  1297. }
  1298. // Check for hardware occlusion support
  1299. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1300. if (FAILED(hr))
  1301. rsc->unsetCapability(RSC_HWOCCLUSION);
  1302. }
  1303. // Update RS caps using the minimum value found in adapter list.
  1304. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1305. {
  1306. D3D9Driver* pCurDriver = mDriverList->item(i);
  1307. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1308. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1309. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1310. // Check for Anisotropy.
  1311. if (rkCurCaps.MaxAnisotropy <= 1)
  1312. rsc->unsetCapability(RSC_ANISOTROPY);
  1313. // Check automatic mipmap generation.
  1314. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1315. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1316. // Two-sided stencil
  1317. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1318. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1319. // stencil wrap
  1320. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1321. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1322. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1323. // User clip planes
  1324. if (rkCurCaps.MaxUserClipPlanes == 0)
  1325. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1326. // UBYTE4 type?
  1327. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1328. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1329. // Check cube map support.
  1330. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1331. rsc->unsetCapability(RSC_CUBEMAPPING);
  1332. // 3D textures?
  1333. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1334. rsc->unsetCapability(RSC_TEXTURE_3D);
  1335. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1336. {
  1337. // Conditional support for non POW2
  1338. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1339. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1340. }
  1341. // Number of render targets
  1342. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1343. {
  1344. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1345. }
  1346. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1347. {
  1348. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1349. }
  1350. // Point sprites
  1351. if (rkCurCaps.MaxPointSize <= 1.0f)
  1352. {
  1353. rsc->unsetCapability(RSC_POINT_SPRITES);
  1354. // sprites and extended parameters go together in D3D
  1355. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1356. }
  1357. // Take the minimum point size.
  1358. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1359. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1360. // Mipmap LOD biasing?
  1361. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1362. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1363. // Do we support per-stage src_manual constants?
  1364. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1365. // TODO: move this to RSC
  1366. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1367. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1368. // Advanced blend operations? min max subtract rev
  1369. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1370. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1371. }
  1372. // We always support compression, D3DX will decompress if device does not support
  1373. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1374. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1375. updateVertexShaderCaps(rsc);
  1376. updatePixelShaderCaps(rsc);
  1377. // Adapter details
  1378. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1379. // determine vendor
  1380. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1381. switch(adapterID.VendorId)
  1382. {
  1383. case 0x10DE:
  1384. rsc->setVendor(GPU_NVIDIA);
  1385. break;
  1386. case 0x1002:
  1387. rsc->setVendor(GPU_AMD);
  1388. break;
  1389. case 0x163C:
  1390. case 0x8086:
  1391. rsc->setVendor(GPU_INTEL);
  1392. break;
  1393. default:
  1394. rsc->setVendor(GPU_UNKNOWN);
  1395. break;
  1396. };
  1397. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1398. // We always support rendertextures bigger than the frame buffer
  1399. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1400. // Determine if any floating point texture format is supported
  1401. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1402. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1403. D3DFMT_A32B32G32R32F};
  1404. IDirect3DSurface9* bbSurf;
  1405. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1406. D3DSURFACE_DESC bbSurfDesc;
  1407. bbSurf->GetDesc(&bbSurfDesc);
  1408. for (int i = 0; i < 6; ++i)
  1409. {
  1410. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1411. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1412. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1413. {
  1414. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1415. break;
  1416. }
  1417. }
  1418. // Vertex textures
  1419. if (rsc->isShaderProfileSupported("vs_3_0"))
  1420. {
  1421. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1422. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1423. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1424. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1425. }
  1426. else
  1427. {
  1428. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1429. }
  1430. // Check alpha to coverage support
  1431. // this varies per vendor! But at least SM3 is required
  1432. if (rsc->isShaderProfileSupported("ps_3_0"))
  1433. {
  1434. // NVIDIA needs a separate check
  1435. if (rsc->getVendor() == GPU_NVIDIA)
  1436. {
  1437. if (mpD3D->CheckDeviceFormat(
  1438. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1439. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1440. {
  1441. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1442. }
  1443. }
  1444. else if (rsc->getVendor() == GPU_AMD)
  1445. {
  1446. // There is no check on ATI, we have to assume SM3 == support
  1447. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1448. }
  1449. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1450. }
  1451. if (mCurrentCapabilities == nullptr)
  1452. {
  1453. mCurrentCapabilities = rsc;
  1454. mCurrentCapabilities->addShaderProfile("hlsl");
  1455. mCurrentCapabilities->addShaderProfile("cg");
  1456. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1457. GpuProgramCoreManager::instance().addFactory(mHLSLProgramFactory);
  1458. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1459. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1460. // set stages desc. to defaults
  1461. for (UINT32 n = 0; n < mNumTexStages; n++)
  1462. {
  1463. mTexStageDesc[n].coordIndex = 0;
  1464. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1465. mTexStageDesc[n].pTex = 0;
  1466. mTexStageDesc[n].pVertexTex = 0;
  1467. }
  1468. }
  1469. return rsc;
  1470. }
  1471. void D3D9RenderAPI::updateVertexShaderCaps(RenderAPICapabilities* rsc) const
  1472. {
  1473. UINT16 major = 0xFF;
  1474. UINT16 minor = 0xFF;
  1475. D3DCAPS9 minVSCaps;
  1476. // Find the device with the lowest vertex shader caps.
  1477. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1478. {
  1479. D3D9Driver* pCurDriver = mDriverList->item(i);
  1480. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1481. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1482. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1483. if (currMajor < major)
  1484. {
  1485. major = currMajor;
  1486. minor = currMinor;
  1487. minVSCaps = rkCurCaps;
  1488. }
  1489. else if (currMajor == major && currMinor < minor)
  1490. {
  1491. minor = currMinor;
  1492. minVSCaps = rkCurCaps;
  1493. }
  1494. }
  1495. // In case we didn't found any vertex shader support
  1496. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1497. // software vertex processing is reported there
  1498. if (major == 0 && minor == 0)
  1499. {
  1500. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1501. D3DCAPS9 d3dDeviceCaps9;
  1502. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1503. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1504. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1505. }
  1506. bool vs2x = false;
  1507. bool vs2a = false;
  1508. // Special case detection for vs_2_x/a support
  1509. if (major >= 2)
  1510. {
  1511. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1512. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1513. (minVSCaps.VS20Caps.NumTemps >= 12))
  1514. {
  1515. vs2x = true;
  1516. }
  1517. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1518. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1519. (minVSCaps.VS20Caps.NumTemps >= 13))
  1520. {
  1521. vs2a = true;
  1522. }
  1523. }
  1524. // Populate max param count
  1525. switch (major)
  1526. {
  1527. case 1:
  1528. // No boolean params allowed
  1529. rsc->setVertexProgramConstantBoolCount(0);
  1530. // No integer params allowed
  1531. rsc->setVertexProgramConstantIntCount(0);
  1532. // float params, always 4D
  1533. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1534. break;
  1535. case 2:
  1536. // 16 boolean params allowed
  1537. rsc->setVertexProgramConstantBoolCount(16);
  1538. // 16 integer params allowed, 4D
  1539. rsc->setVertexProgramConstantIntCount(16);
  1540. // float params, always 4D
  1541. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1542. break;
  1543. case 3:
  1544. // 16 boolean params allowed
  1545. rsc->setVertexProgramConstantBoolCount(16);
  1546. // 16 integer params allowed, 4D
  1547. rsc->setVertexProgramConstantIntCount(16);
  1548. // float params, always 4D
  1549. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1550. break;
  1551. }
  1552. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1553. switch(major)
  1554. {
  1555. case 3:
  1556. rsc->addShaderProfile("vs_3_0");
  1557. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1558. case 2:
  1559. if (vs2x)
  1560. {
  1561. rsc->addShaderProfile("vs_2_x");
  1562. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1563. }
  1564. if (vs2a)
  1565. {
  1566. rsc->addShaderProfile("vs_2_a");
  1567. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1568. }
  1569. rsc->addShaderProfile("vs_2_0");
  1570. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1571. case 1:
  1572. rsc->addShaderProfile("vs_1_1");
  1573. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1574. }
  1575. }
  1576. void D3D9RenderAPI::updatePixelShaderCaps(RenderAPICapabilities* rsc) const
  1577. {
  1578. UINT16 major = 0xFF;
  1579. UINT16 minor = 0xFF;
  1580. D3DCAPS9 minPSCaps;
  1581. // Find the device with the lowest pixel shader caps.
  1582. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1583. {
  1584. D3D9Driver* pCurDriver = mDriverList->item(i);
  1585. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1586. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1587. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1588. if (currMajor < major)
  1589. {
  1590. major = currMajor;
  1591. minor = currMinor;
  1592. minPSCaps = currCaps;
  1593. }
  1594. else if (currMajor == major && currMinor < minor)
  1595. {
  1596. minor = currMinor;
  1597. minPSCaps = currCaps;
  1598. }
  1599. }
  1600. bool ps2a = false;
  1601. bool ps2b = false;
  1602. bool ps2x = false;
  1603. // Special case detection for ps_2_x/a/b support
  1604. if (major >= 2)
  1605. {
  1606. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1607. (minPSCaps.PS20Caps.NumTemps >= 32))
  1608. {
  1609. ps2b = true;
  1610. }
  1611. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1612. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1613. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1614. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1615. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1616. (minPSCaps.PS20Caps.NumTemps >= 22))
  1617. {
  1618. ps2a = true;
  1619. }
  1620. // Does this enough?
  1621. if (ps2a || ps2b)
  1622. {
  1623. ps2x = true;
  1624. }
  1625. }
  1626. switch (major)
  1627. {
  1628. case 1:
  1629. // no boolean params allowed
  1630. rsc->setFragmentProgramConstantBoolCount(0);
  1631. // no integer params allowed
  1632. rsc->setFragmentProgramConstantIntCount(0);
  1633. // float params, always 4D
  1634. rsc->setFragmentProgramConstantFloatCount(8);
  1635. break;
  1636. case 2:
  1637. // 16 boolean params allowed
  1638. rsc->setFragmentProgramConstantBoolCount(16);
  1639. // 16 integer params allowed, 4D
  1640. rsc->setFragmentProgramConstantIntCount(16);
  1641. // float params, always 4D
  1642. rsc->setFragmentProgramConstantFloatCount(32);
  1643. break;
  1644. case 3:
  1645. // 16 boolean params allowed
  1646. rsc->setFragmentProgramConstantBoolCount(16);
  1647. // 16 integer params allowed, 4D
  1648. rsc->setFragmentProgramConstantIntCount(16);
  1649. // float params, always 4D
  1650. rsc->setFragmentProgramConstantFloatCount(224);
  1651. break;
  1652. }
  1653. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1654. switch(major)
  1655. {
  1656. case 3:
  1657. if (minor > 0)
  1658. {
  1659. rsc->addShaderProfile("ps_3_x");
  1660. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1661. }
  1662. rsc->addShaderProfile("ps_3_0");
  1663. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1664. case 2:
  1665. if (ps2x)
  1666. {
  1667. rsc->addShaderProfile("ps_2_x");
  1668. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1669. }
  1670. if (ps2a)
  1671. {
  1672. rsc->addShaderProfile("ps_2_a");
  1673. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1674. }
  1675. if (ps2b)
  1676. {
  1677. rsc->addShaderProfile("ps_2_b");
  1678. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1679. }
  1680. rsc->addShaderProfile("ps_2_0");
  1681. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1682. case 1:
  1683. if (major > 1 || minor >= 4)
  1684. {
  1685. rsc->addShaderProfile("ps_1_4");
  1686. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1687. }
  1688. if (major > 1 || minor >= 3)
  1689. {
  1690. rsc->addShaderProfile("ps_1_3");
  1691. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1692. }
  1693. if (major > 1 || minor >= 2)
  1694. {
  1695. rsc->addShaderProfile("ps_1_2");
  1696. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1697. }
  1698. rsc->addShaderProfile("ps_1_1");
  1699. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1700. }
  1701. }
  1702. String D3D9RenderAPI::getErrorDescription(long errorNumber) const
  1703. {
  1704. const String errMsg = DXGetErrorDescription(errorNumber);
  1705. return errMsg;
  1706. }
  1707. void D3D9RenderAPI::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1708. {
  1709. float plane[4] = { A, B, C, D };
  1710. getActiveD3D9Device()->SetClipPlane (index, plane);
  1711. }
  1712. void D3D9RenderAPI::enableClipPlane (UINT16 index, bool enable)
  1713. {
  1714. DWORD prev;
  1715. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1716. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1717. (prev | (1 << index)) : (prev & ~(1 << index)));
  1718. }
  1719. void D3D9RenderAPI::notifyOnDeviceLost(D3D9Device* device)
  1720. {
  1721. if (mIsFrameInProgress)
  1722. {
  1723. endFrame();
  1724. mRestoreFrameOnReset = true;
  1725. }
  1726. }
  1727. void D3D9RenderAPI::notifyOnDeviceReset(D3D9Device* device)
  1728. {
  1729. // Reset state attributes.
  1730. mVertexProgramBound = false;
  1731. mFragmentProgramBound = false;
  1732. if (mRestoreFrameOnReset)
  1733. {
  1734. beginFrame();
  1735. mRestoreFrameOnReset = false;
  1736. }
  1737. }
  1738. void D3D9RenderAPI::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1739. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1740. {
  1741. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1742. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1743. CSAAMode csaaMode = CSAA_Normal;
  1744. D3D9DriverList* driverList = getDirect3DDrivers();
  1745. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1746. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1747. for (UINT32 i = 0; i < driverList->count(); ++i)
  1748. {
  1749. D3D9Driver* currDriver = driverList->item(i);
  1750. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1751. {
  1752. deviceDriver = currDriver;
  1753. break;
  1754. }
  1755. }
  1756. UINT32 origNumSamples = multisampleCount;
  1757. bool foundValid = false;
  1758. while (!foundValid)
  1759. {
  1760. // Deal with special cases
  1761. if (tryCSAA)
  1762. {
  1763. switch(multisampleCount)
  1764. {
  1765. case 8:
  1766. if (csaaMode == CSAA_Quality)
  1767. {
  1768. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1769. *outMultisampleQuality = 0;
  1770. }
  1771. else
  1772. {
  1773. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1774. *outMultisampleQuality = 2;
  1775. }
  1776. break;
  1777. case 16:
  1778. if (csaaMode == CSAA_Quality)
  1779. {
  1780. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1781. *outMultisampleQuality = 2;
  1782. }
  1783. else
  1784. {
  1785. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1786. *outMultisampleQuality = 4;
  1787. }
  1788. break;
  1789. }
  1790. }
  1791. else // !CSAA
  1792. {
  1793. *outMultisampleType = (D3DMULTISAMPLE_TYPE)multisampleCount;
  1794. *outMultisampleQuality = 0;
  1795. }
  1796. HRESULT hr;
  1797. DWORD outQuality;
  1798. hr = mpD3D->CheckDeviceMultiSampleType(
  1799. deviceDriver->getAdapterNumber(),
  1800. D3DDEVTYPE_HAL,
  1801. d3dPixelFormat,
  1802. !fullScreen,
  1803. *outMultisampleType,
  1804. &outQuality);
  1805. if (SUCCEEDED(hr) &&
  1806. (!tryCSAA || outQuality > *outMultisampleQuality))
  1807. {
  1808. foundValid = true;
  1809. }
  1810. else
  1811. {
  1812. // Downgrade
  1813. if (tryCSAA && multisampleCount == 8)
  1814. {
  1815. // For CSAA, we'll try downgrading with quality mode at all samples.
  1816. // then try without quality, then drop CSAA
  1817. if (csaaMode == CSAA_Quality)
  1818. {
  1819. // Drop quality first
  1820. csaaMode = CSAA_Normal;
  1821. }
  1822. else
  1823. {
  1824. // Drop CSAA entirely
  1825. tryCSAA = false;
  1826. }
  1827. // Return to original requested samples
  1828. multisampleCount = origNumSamples;
  1829. }
  1830. else
  1831. {
  1832. // Drop samples
  1833. multisampleCount--;
  1834. if (multisampleCount == 1)
  1835. {
  1836. // Ran out of options, no multisampling
  1837. multisampleCount = 0;
  1838. foundValid = true;
  1839. }
  1840. }
  1841. }
  1842. }
  1843. }
  1844. void D3D9RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  1845. {
  1846. size_t i;
  1847. size_t numClipPlanes;
  1848. D3DXPLANE dx9ClipPlane;
  1849. DWORD mask = 0;
  1850. HRESULT hr;
  1851. numClipPlanes = clipPlanes.size();
  1852. for (i = 0; i < numClipPlanes; ++i)
  1853. {
  1854. const Plane& plane = clipPlanes[i];
  1855. dx9ClipPlane.a = plane.normal.x;
  1856. dx9ClipPlane.b = plane.normal.y;
  1857. dx9ClipPlane.c = plane.normal.z;
  1858. dx9ClipPlane.d = plane.d;
  1859. // TODO Low priority - Transform planes to clip space?
  1860. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1861. if (FAILED(hr))
  1862. {
  1863. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1864. }
  1865. mask |= (1 << i);
  1866. }
  1867. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1868. if (FAILED(hr))
  1869. {
  1870. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1871. }
  1872. }
  1873. HRESULT D3D9RenderAPI::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1874. {
  1875. return getActiveD3D9Device()->SetRenderState(state, value);
  1876. }
  1877. HRESULT D3D9RenderAPI::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1878. {
  1879. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1880. }
  1881. HRESULT D3D9RenderAPI::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1882. {
  1883. if (stage < 8)
  1884. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1885. else
  1886. return D3D_OK;
  1887. }
  1888. DWORD D3D9RenderAPI::getCurrentAnisotropy(UINT32 unit)
  1889. {
  1890. DWORD oldVal;
  1891. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1892. return oldVal;
  1893. }
  1894. void D3D9RenderAPI::applyViewport()
  1895. {
  1896. if (mActiveRenderTarget == nullptr)
  1897. return;
  1898. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1899. D3DVIEWPORT9 d3dvp;
  1900. HRESULT hr;
  1901. setCullingMode(mCullingMode);
  1902. // Set viewport dimensions
  1903. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1904. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1905. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1906. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1907. d3dvp.X = mViewportLeft;
  1908. d3dvp.Y = mViewportTop;
  1909. d3dvp.Width = mViewportWidth;
  1910. d3dvp.Height = mViewportHeight;
  1911. if (rtProps.requiresTextureFlipping())
  1912. {
  1913. // Convert "top-left" to "bottom-left"
  1914. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  1915. }
  1916. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  1917. d3dvp.MinZ = 0.0f;
  1918. d3dvp.MaxZ = 1.0f;
  1919. if (FAILED(hr = getActiveD3D9Device()->SetViewport(&d3dvp)))
  1920. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  1921. }
  1922. }