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