CmD3D9Device.cpp 37 KB

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  1. #include "CmD3D9Device.h"
  2. #include "CmD3D9DeviceManager.h"
  3. #include "CmD3D9Driver.h"
  4. #include "CmD3D9RenderSystem.h"
  5. #include "CmD3D9ResourceManager.h"
  6. #include "CmD3D9RenderWindow.h"
  7. #include "CmHardwareBufferManager.h"
  8. #include "CmException.h"
  9. namespace BansheeEngine
  10. {
  11. HWND D3D9Device::msSharedFocusWindow = 0;
  12. D3D9Device::D3D9Device(D3D9DeviceManager* deviceManager, UINT adapterNumber, HMONITOR hMonitor,
  13. D3DDEVTYPE devType, DWORD behaviorFlags)
  14. {
  15. mpDeviceManager = deviceManager;
  16. mpDevice = nullptr;
  17. mAdapterNumber = adapterNumber;
  18. mMonitor = hMonitor;
  19. mDeviceType = devType;
  20. mFocusWindow = 0;
  21. mBehaviorFlags = behaviorFlags;
  22. mD3D9DeviceCapsValid = false;
  23. mDeviceLost = false;
  24. mPresentationParamsCount = 0;
  25. mPresentationParams = nullptr;
  26. memset(&mD3D9DeviceCaps, 0, sizeof(mD3D9DeviceCaps));
  27. memset(&mCreationParams, 0, sizeof(mCreationParams));
  28. }
  29. D3D9Device::~D3D9Device()
  30. {
  31. }
  32. D3D9Device::RenderWindowToResorucesIterator D3D9Device::getRenderWindowIterator(const D3D9RenderWindow* renderWindow)
  33. {
  34. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  35. if (it == mMapRenderWindowToResoruces.end())
  36. CM_EXCEPT(RenderingAPIException, "Render window was not attached to this device.");
  37. return it;
  38. }
  39. void D3D9Device::attachRenderWindow(const D3D9RenderWindow* renderWindow)
  40. {
  41. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  42. if (it == mMapRenderWindowToResoruces.end())
  43. {
  44. RenderWindowResources* renderWindowResources = cm_new<RenderWindowResources>();
  45. memset(renderWindowResources, 0, sizeof(RenderWindowResources));
  46. renderWindowResources->adapterOrdinalInGroupIndex = 0;
  47. renderWindowResources->acquired = false;
  48. mMapRenderWindowToResoruces[renderWindow] = renderWindowResources;
  49. }
  50. updateRenderWindowsIndices();
  51. }
  52. void D3D9Device::detachRenderWindow(const D3D9RenderWindow* renderWindow)
  53. {
  54. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  55. if (it != mMapRenderWindowToResoruces.end())
  56. {
  57. // The focus window in which the d3d9 device created on is detached.
  58. // resources must be acquired again.
  59. if (mFocusWindow == renderWindow->_getWindowHandle())
  60. {
  61. mFocusWindow = 0;
  62. }
  63. // Case this is the shared focus window.
  64. if (renderWindow->_getWindowHandle() == msSharedFocusWindow)
  65. setSharedWindowHandle(0);
  66. RenderWindowResources* renderWindowResources = it->second;
  67. releaseRenderWindowResources(renderWindowResources);
  68. if(renderWindowResources != nullptr)
  69. cm_delete(renderWindowResources);
  70. mMapRenderWindowToResoruces.erase(it);
  71. }
  72. updateRenderWindowsIndices();
  73. }
  74. bool D3D9Device::acquire()
  75. {
  76. updatePresentationParameters();
  77. bool resetDevice = false;
  78. // Create device if need to.
  79. if (mpDevice == nullptr)
  80. {
  81. createD3D9Device();
  82. }
  83. else
  84. {
  85. RenderWindowToResorucesIterator itPrimary = getRenderWindowIterator(getPrimaryWindow());
  86. if (itPrimary->second->swapChain != nullptr)
  87. {
  88. D3DPRESENT_PARAMETERS currentPresentParams;
  89. HRESULT hr;
  90. hr = itPrimary->second->swapChain->GetPresentParameters(&currentPresentParams);
  91. if (FAILED(hr))
  92. {
  93. CM_EXCEPT(RenderingAPIException, "GetPresentParameters failed");
  94. }
  95. // Desired parameters are different then current parameters.
  96. // Possible scenario is that primary window resized and in the mean while another
  97. // window attached to this device.
  98. if (memcmp(&currentPresentParams, &mPresentationParams[0], sizeof(D3DPRESENT_PARAMETERS)) != 0)
  99. {
  100. resetDevice = true;
  101. }
  102. }
  103. // Make sure depth stencil is set to valid surface. It is going to be
  104. // grabbed by the primary window using the GetDepthStencilSurface method.
  105. if (resetDevice == false)
  106. {
  107. mpDevice->SetDepthStencilSurface(itPrimary->second->depthBuffer);
  108. }
  109. }
  110. // Reset device will update all render window resources.
  111. if (resetDevice)
  112. {
  113. reset();
  114. }
  115. else // No need to reset -> just acquire resources.
  116. {
  117. // Update resources of each window.
  118. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  119. while (it != mMapRenderWindowToResoruces.end())
  120. {
  121. acquireRenderWindowResources(it);
  122. ++it;
  123. }
  124. }
  125. return true;
  126. }
  127. void D3D9Device::release()
  128. {
  129. if (mpDevice != nullptr)
  130. {
  131. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  132. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  133. while (it != mMapRenderWindowToResoruces.end())
  134. {
  135. RenderWindowResources* renderWindowResources = it->second;
  136. releaseRenderWindowResources(renderWindowResources);
  137. ++it;
  138. }
  139. releaseD3D9Device();
  140. }
  141. }
  142. bool D3D9Device::acquire(const D3D9RenderWindow* renderWindow)
  143. {
  144. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  145. acquireRenderWindowResources(it);
  146. return true;
  147. }
  148. void D3D9Device::notifyDeviceLost()
  149. {
  150. // Case this device is already in lost state.
  151. if (mDeviceLost)
  152. return;
  153. // Case we just moved from valid state to lost state.
  154. mDeviceLost = true;
  155. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  156. renderSystem->notifyOnDeviceLost(this);
  157. }
  158. IDirect3DSurface9* D3D9Device::getDepthBuffer(const D3D9RenderWindow* renderWindow)
  159. {
  160. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  161. return it->second->depthBuffer;
  162. }
  163. IDirect3DSurface9* D3D9Device::getBackBuffer(const D3D9RenderWindow* renderWindow)
  164. {
  165. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  166. return it->second->backBuffer;
  167. }
  168. void D3D9Device::setAdapterOrdinalIndex(const D3D9RenderWindow* renderWindow, UINT32 adapterOrdinalInGroupIndex)
  169. {
  170. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  171. it->second->adapterOrdinalInGroupIndex = adapterOrdinalInGroupIndex;
  172. updateRenderWindowsIndices();
  173. }
  174. void D3D9Device::destroy()
  175. {
  176. // Lock access to rendering device.
  177. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  178. release();
  179. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  180. if (it != mMapRenderWindowToResoruces.end())
  181. {
  182. if (it->first->_getWindowHandle() == msSharedFocusWindow)
  183. setSharedWindowHandle(0);
  184. if(it->second != nullptr)
  185. cm_delete(it->second);
  186. ++it;
  187. }
  188. mMapRenderWindowToResoruces.clear();
  189. // Reset dynamic attributes.
  190. mFocusWindow = 0;
  191. mD3D9DeviceCapsValid = false;
  192. if(mPresentationParams != nullptr)
  193. cm_deleteN(mPresentationParams, mPresentationParamsCount);
  194. mPresentationParamsCount = 0;
  195. // Notify the device manager on this instance destruction.
  196. mpDeviceManager->notifyOnDeviceDestroy(this);
  197. // UnLock access to rendering device.
  198. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  199. }
  200. bool D3D9Device::isDeviceLost()
  201. {
  202. HRESULT hr;
  203. hr = mpDevice->TestCooperativeLevel();
  204. if (hr == D3DERR_DEVICELOST ||
  205. hr == D3DERR_DEVICENOTRESET)
  206. {
  207. return true;
  208. }
  209. return false;
  210. }
  211. bool D3D9Device::reset()
  212. {
  213. HRESULT hr;
  214. // Check that device is in valid state for reset.
  215. hr = mpDevice->TestCooperativeLevel();
  216. if (hr == D3DERR_DEVICELOST ||
  217. hr == D3DERR_DRIVERINTERNALERROR)
  218. {
  219. return false;
  220. }
  221. // Lock access to rendering device.
  222. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  223. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  224. // Inform all resources that device lost.
  225. D3D9RenderSystem::getResourceManager()->notifyOnDeviceLost(mpDevice);
  226. // Notify all listener before device is rested
  227. renderSystem->notifyOnDeviceLost(this);
  228. updatePresentationParameters();
  229. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  230. while (it != mMapRenderWindowToResoruces.end())
  231. {
  232. RenderWindowResources* renderWindowResources = it->second;
  233. releaseRenderWindowResources(renderWindowResources);
  234. ++it;
  235. }
  236. clearDeviceStreams();
  237. // Reset the device using the presentation parameters.
  238. hr = mpDevice->Reset(mPresentationParams);
  239. if (hr == D3DERR_DEVICELOST)
  240. {
  241. // UnLock access to rendering device.
  242. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  243. // Don't continue
  244. return false;
  245. }
  246. else if (FAILED(hr))
  247. {
  248. CM_EXCEPT(RenderingAPIException, "Cannot reset device!");
  249. }
  250. mDeviceLost = false;
  251. // Update resources of each window.
  252. it = mMapRenderWindowToResoruces.begin();
  253. while (it != mMapRenderWindowToResoruces.end())
  254. {
  255. acquireRenderWindowResources(it);
  256. ++it;
  257. }
  258. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  259. mpDeviceManager->setActiveDevice(this);
  260. // Inform all resources that device has been reset.
  261. D3D9RenderSystem::getResourceManager()->notifyOnDeviceReset(mpDevice);
  262. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  263. renderSystem->notifyOnDeviceReset(this);
  264. // UnLock access to rendering device.
  265. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  266. return true;
  267. }
  268. bool D3D9Device::isAutoDepthStencil() const
  269. {
  270. const D3DPRESENT_PARAMETERS& primaryPresentationParams = mPresentationParams[0];
  271. // Check if auto depth stencil can be used.
  272. for (unsigned int i = 1; i < mPresentationParamsCount; i++)
  273. {
  274. // disable AutoDepthStencil if these parameters are not all the same.
  275. if(primaryPresentationParams.BackBufferHeight != mPresentationParams[i].BackBufferHeight ||
  276. primaryPresentationParams.BackBufferWidth != mPresentationParams[i].BackBufferWidth ||
  277. primaryPresentationParams.BackBufferFormat != mPresentationParams[i].BackBufferFormat ||
  278. primaryPresentationParams.AutoDepthStencilFormat != mPresentationParams[i].AutoDepthStencilFormat ||
  279. primaryPresentationParams.MultiSampleQuality != mPresentationParams[i].MultiSampleQuality ||
  280. primaryPresentationParams.MultiSampleType != mPresentationParams[i].MultiSampleType)
  281. {
  282. return false;
  283. }
  284. }
  285. return true;
  286. }
  287. const D3DCAPS9& D3D9Device::getD3D9DeviceCaps() const
  288. {
  289. if (mD3D9DeviceCapsValid == false)
  290. {
  291. CM_EXCEPT(RenderingAPIException, "Device caps are invalid!");
  292. }
  293. return mD3D9DeviceCaps;
  294. }
  295. D3DFORMAT D3D9Device::getBackBufferFormat() const
  296. {
  297. if (mPresentationParams == NULL || mPresentationParamsCount == 0)
  298. {
  299. CM_EXCEPT(RenderingAPIException, "Presentation parameters are invalid!");
  300. }
  301. return mPresentationParams[0].BackBufferFormat;
  302. }
  303. D3DFORMAT D3D9Device::getDepthStencilFormat() const
  304. {
  305. if (mPresentationParams == NULL || mPresentationParamsCount == 0)
  306. {
  307. CM_EXCEPT(RenderingAPIException, "Presentation parameters are invalid!");
  308. }
  309. return mPresentationParams[0].AutoDepthStencilFormat;
  310. }
  311. IDirect3DDevice9* D3D9Device::getD3D9Device() const
  312. {
  313. return mpDevice;
  314. }
  315. void D3D9Device::updatePresentationParameters()
  316. {
  317. // Clear old presentation parameters.
  318. if(mPresentationParams != nullptr)
  319. cm_deleteN(mPresentationParams, mPresentationParamsCount);
  320. mPresentationParamsCount = 0;
  321. if (mMapRenderWindowToResoruces.size() > 0)
  322. {
  323. mPresentationParams = cm_newN<D3DPRESENT_PARAMETERS>((UINT32)mMapRenderWindowToResoruces.size());
  324. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  325. while (it != mMapRenderWindowToResoruces.end())
  326. {
  327. const D3D9RenderWindow* renderWindow = it->first;
  328. RenderWindowResources* renderWindowResources = it->second;
  329. // Ask the render window to build it's own parameters.
  330. renderWindow->_buildPresentParameters(&renderWindowResources->presentParameters);
  331. // Update shared focus window handle.
  332. if (renderWindow->isFullScreen() &&
  333. renderWindowResources->presentParametersIndex == 0 &&
  334. msSharedFocusWindow == NULL)
  335. setSharedWindowHandle(renderWindow->_getWindowHandle());
  336. // This is the primary window or a full screen window that is part of multi head device.
  337. if (renderWindowResources->presentParametersIndex == 0 ||
  338. renderWindow->isFullScreen())
  339. {
  340. mPresentationParams[renderWindowResources->presentParametersIndex] = renderWindowResources->presentParameters;
  341. mPresentationParamsCount++;
  342. }
  343. ++it;
  344. }
  345. }
  346. // Case we have to cancel auto depth stencil.
  347. if (isMultihead() && isAutoDepthStencil() == false)
  348. {
  349. for(unsigned int i = 0; i < mPresentationParamsCount; i++)
  350. {
  351. mPresentationParams[i].EnableAutoDepthStencil = false;
  352. }
  353. }
  354. }
  355. UINT D3D9Device::getAdapterNumber() const
  356. {
  357. return mAdapterNumber;
  358. }
  359. D3DDEVTYPE D3D9Device::getDeviceType() const
  360. {
  361. return mDeviceType;
  362. }
  363. bool D3D9Device::isMultihead() const
  364. {
  365. RenderWindowToResorucesMap::const_iterator it = mMapRenderWindowToResoruces.begin();
  366. while (it != mMapRenderWindowToResoruces.end())
  367. {
  368. RenderWindowResources* renderWindowResources = it->second;
  369. if (renderWindowResources->adapterOrdinalInGroupIndex > 0 && it->first->isFullScreen())
  370. {
  371. return true;
  372. }
  373. ++it;
  374. }
  375. return false;
  376. }
  377. void D3D9Device::clearDeviceStreams()
  378. {
  379. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  380. // Set all texture units to nothing to release texture surfaces
  381. for (DWORD stage = 0; stage < mD3D9DeviceCaps.MaxSimultaneousTextures; ++stage)
  382. {
  383. DWORD dwCurValue = D3DTOP_FORCE_DWORD;
  384. HRESULT hr;
  385. hr = mpDevice->SetTexture(stage, nullptr);
  386. if( hr != S_OK )
  387. {
  388. String str = "Unable to disable texture '" + toString((unsigned int)stage) + "' in D3D9";
  389. CM_EXCEPT(RenderingAPIException, str);
  390. }
  391. mpDevice->GetTextureStageState(static_cast<DWORD>(stage), D3DTSS_COLOROP, &dwCurValue);
  392. if (dwCurValue != D3DTOP_DISABLE)
  393. {
  394. hr = mpDevice->SetTextureStageState(static_cast<DWORD>(stage), D3DTSS_COLOROP, D3DTOP_DISABLE);
  395. if( hr != S_OK )
  396. {
  397. String str = "Unable to disable texture '" + toString((unsigned)stage) + "' in D3D9";
  398. CM_EXCEPT(RenderingAPIException, str);
  399. }
  400. }
  401. // set stage desc. to defaults
  402. renderSystem->mTexStageDesc[stage].pTex = 0;
  403. renderSystem->mTexStageDesc[stage].coordIndex = 0;
  404. renderSystem->mTexStageDesc[stage].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  405. }
  406. // Unbind any vertex streams to avoid memory leaks
  407. for (unsigned int i = 0; i < mD3D9DeviceCaps.MaxStreams; ++i)
  408. {
  409. mpDevice->SetStreamSource(i, nullptr, 0, 0);
  410. }
  411. }
  412. void D3D9Device::createD3D9Device()
  413. {
  414. // Update focus window.
  415. const D3D9RenderWindow* primaryRenderWindow = getPrimaryWindow();
  416. // Case we have to share the same focus window.
  417. if (msSharedFocusWindow != NULL)
  418. mFocusWindow = msSharedFocusWindow;
  419. else
  420. mFocusWindow = primaryRenderWindow->_getWindowHandle();
  421. IDirect3D9* pD3D9 = D3D9RenderSystem::getDirect3D9();
  422. HRESULT hr;
  423. if (isMultihead())
  424. {
  425. mBehaviorFlags |= D3DCREATE_ADAPTERGROUP_DEVICE;
  426. }
  427. else
  428. {
  429. mBehaviorFlags &= ~D3DCREATE_ADAPTERGROUP_DEVICE;
  430. }
  431. // Try to create the device with hardware vertex processing.
  432. mBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
  433. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  434. mBehaviorFlags, mPresentationParams, &mpDevice);
  435. if (FAILED(hr))
  436. {
  437. // Try a second time, may fail the first time due to back buffer count,
  438. // which will be corrected down to 1 by the runtime
  439. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  440. mBehaviorFlags, mPresentationParams, &mpDevice);
  441. }
  442. // Case hardware vertex processing failed.
  443. if (FAILED(hr))
  444. {
  445. // Try to create the device with mixed vertex processing.
  446. mBehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
  447. mBehaviorFlags |= D3DCREATE_MIXED_VERTEXPROCESSING;
  448. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  449. mBehaviorFlags, mPresentationParams, &mpDevice);
  450. }
  451. if (FAILED(hr))
  452. {
  453. // try to create the device with software vertex processing.
  454. mBehaviorFlags &= ~D3DCREATE_MIXED_VERTEXPROCESSING;
  455. mBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
  456. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  457. mBehaviorFlags, mPresentationParams, &mpDevice);
  458. }
  459. if (FAILED(hr))
  460. {
  461. // try reference device
  462. mDeviceType = D3DDEVTYPE_REF;
  463. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  464. mBehaviorFlags, mPresentationParams, &mpDevice);
  465. if (FAILED(hr))
  466. {
  467. CM_EXCEPT(RenderingAPIException, "Cannot create device!");
  468. }
  469. }
  470. // Get current device caps.
  471. hr = mpDevice->GetDeviceCaps(&mD3D9DeviceCaps);
  472. if (FAILED(hr))
  473. {
  474. CM_EXCEPT(RenderingAPIException, "Cannot get device caps!");
  475. }
  476. // Get current creation parameters caps.
  477. hr = mpDevice->GetCreationParameters(&mCreationParams);
  478. if (FAILED(hr) )
  479. {
  480. CM_EXCEPT(RenderingAPIException, "Error Get Creation Parameters");
  481. }
  482. mD3D9DeviceCapsValid = true;
  483. // Lock access to rendering device.
  484. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  485. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  486. mpDeviceManager->setActiveDevice(this);
  487. // Inform all resources that new device created.
  488. D3D9RenderSystem::getResourceManager()->notifyOnDeviceCreate(mpDevice);
  489. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  490. // UnLock access to rendering device.
  491. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  492. }
  493. void D3D9Device::releaseD3D9Device()
  494. {
  495. if (mpDevice != nullptr)
  496. {
  497. // Lock access to rendering device.
  498. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  499. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  500. mpDeviceManager->setActiveDevice(this);
  501. // Inform all resources that device is going to be destroyed.
  502. D3D9RenderSystem::getResourceManager()->notifyOnDeviceDestroy(mpDevice);
  503. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  504. // Release device.
  505. SAFE_RELEASE(mpDevice);
  506. // UnLock access to rendering device.
  507. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  508. }
  509. }
  510. void D3D9Device::releaseRenderWindowResources(RenderWindowResources* renderWindowResources)
  511. {
  512. SAFE_RELEASE(renderWindowResources->backBuffer);
  513. SAFE_RELEASE(renderWindowResources->depthBuffer);
  514. SAFE_RELEASE(renderWindowResources->swapChain);
  515. renderWindowResources->acquired = false;
  516. }
  517. void D3D9Device::invalidate(const D3D9RenderWindow* renderWindow)
  518. {
  519. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  520. it->second->acquired = false;
  521. }
  522. bool D3D9Device::validate(D3D9RenderWindow* renderWindow)
  523. {
  524. // Validate that the render window should run on this device.
  525. if (!validateDisplayMonitor(renderWindow))
  526. return false;
  527. // Validate that this device created on the correct target focus window handle
  528. validateFocusWindow();
  529. // Validate that the render window dimensions matches to back buffer dimensions.
  530. validateBackBufferSize(renderWindow);
  531. // Validate that this device is in valid rendering state.
  532. if (!validateDeviceState(renderWindow))
  533. return false;
  534. return true;
  535. }
  536. void D3D9Device::validateFocusWindow()
  537. {
  538. // Focus window changed -> device should be re-acquired.
  539. if ((msSharedFocusWindow != NULL && mCreationParams.hFocusWindow != msSharedFocusWindow) ||
  540. (msSharedFocusWindow == NULL && mCreationParams.hFocusWindow != getPrimaryWindow()->_getWindowHandle()))
  541. {
  542. // Lock access to rendering device.
  543. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  544. release();
  545. acquire();
  546. // UnLock access to rendering device.
  547. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  548. }
  549. }
  550. bool D3D9Device::validateDeviceState(const D3D9RenderWindow* renderWindow)
  551. {
  552. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  553. RenderWindowResources* renderWindowResources = it->second;
  554. HRESULT hr;
  555. hr = mpDevice->TestCooperativeLevel();
  556. // Case device is not valid for rendering.
  557. if (FAILED(hr))
  558. {
  559. // device lost, and we can't reset
  560. // can't do anything about it here, wait until we get
  561. // D3DERR_DEVICENOTRESET; rendering calls will silently fail until
  562. // then (except Present, but we ignore device lost there too)
  563. if (hr == D3DERR_DEVICELOST)
  564. {
  565. releaseRenderWindowResources(renderWindowResources);
  566. notifyDeviceLost();
  567. return false;
  568. }
  569. // device lost, and we can reset
  570. else if (hr == D3DERR_DEVICENOTRESET)
  571. {
  572. bool deviceRestored = reset();
  573. // Device was not restored yet.
  574. if (deviceRestored == false)
  575. {
  576. // Wait a while
  577. Sleep(50);
  578. return false;
  579. }
  580. }
  581. }
  582. // Render window resources explicitly invalidated. (Resize or window mode switch)
  583. if (renderWindowResources->acquired == false)
  584. {
  585. if (getPrimaryWindow() == renderWindow)
  586. {
  587. bool deviceRestored = reset();
  588. // Device was not restored yet.
  589. if (deviceRestored == false)
  590. {
  591. // Wait a while
  592. Sleep(50);
  593. return false;
  594. }
  595. }
  596. else
  597. {
  598. acquire(renderWindow);
  599. }
  600. }
  601. return true;
  602. }
  603. void D3D9Device::validateBackBufferSize(const D3D9RenderWindow* renderWindow)
  604. {
  605. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  606. RenderWindowResources* renderWindowResources = it->second;
  607. // Case size has been changed.
  608. if (renderWindow->getWidth() != renderWindowResources->presentParameters.BackBufferWidth ||
  609. renderWindow->getHeight() != renderWindowResources->presentParameters.BackBufferHeight)
  610. {
  611. if (renderWindow->getWidth() > 0)
  612. renderWindowResources->presentParameters.BackBufferWidth = renderWindow->getWidth();
  613. if (renderWindow->getHeight() > 0)
  614. renderWindowResources->presentParameters.BackBufferHeight = renderWindow->getHeight();
  615. invalidate(renderWindow);
  616. }
  617. }
  618. bool D3D9Device::validateDisplayMonitor(D3D9RenderWindow* renderWindow)
  619. {
  620. // Ignore full screen since it doesn't really move and it is possible
  621. // that it created using multi-head adapter so for a subordinate the
  622. // native monitor handle and this device handle will be different.
  623. if (renderWindow->isFullScreen())
  624. return true;
  625. HMONITOR hRenderWindowMonitor = NULL;
  626. // Find the monitor this render window belongs to.
  627. hRenderWindowMonitor = MonitorFromWindow(renderWindow->_getWindowHandle(), MONITOR_DEFAULTTONULL);
  628. // This window doesn't intersect with any of the display monitor
  629. if (hRenderWindowMonitor == NULL)
  630. return false;
  631. // Case this window changed monitor.
  632. if (hRenderWindowMonitor != mMonitor)
  633. {
  634. // Lock access to rendering device.
  635. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  636. mpDeviceManager->linkRenderWindow(renderWindow);
  637. // UnLock access to rendering device.
  638. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  639. return false;
  640. }
  641. return true;
  642. }
  643. void D3D9Device::present(const D3D9RenderWindow* renderWindow)
  644. {
  645. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  646. RenderWindowResources* renderWindowResources = it->second;
  647. // Skip present while current device state is invalid.
  648. if (mDeviceLost ||
  649. renderWindowResources->acquired == false ||
  650. isDeviceLost())
  651. return;
  652. HRESULT hr;
  653. if (isMultihead())
  654. {
  655. // Only the master will call present method results in synchronized
  656. // buffer swap for the rest of the implicit swap chain.
  657. if (getPrimaryWindow() == renderWindow)
  658. hr = mpDevice->Present( NULL, NULL, NULL, NULL );
  659. else
  660. hr = S_OK;
  661. }
  662. else
  663. {
  664. hr = renderWindowResources->swapChain->Present(NULL, NULL, NULL, NULL, 0);
  665. }
  666. if(D3DERR_DEVICELOST == hr)
  667. {
  668. releaseRenderWindowResources(renderWindowResources);
  669. notifyDeviceLost();
  670. }
  671. else if( FAILED(hr) )
  672. {
  673. CM_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  674. }
  675. }
  676. void D3D9Device::acquireRenderWindowResources(RenderWindowToResorucesIterator it)
  677. {
  678. RenderWindowResources* renderWindowResources = it->second;
  679. const D3D9RenderWindow* renderWindow = it->first;
  680. releaseRenderWindowResources(renderWindowResources);
  681. // Create additional swap chain
  682. if (isSwapChainWindow(renderWindow) && !isMultihead())
  683. {
  684. // Create swap chain
  685. HRESULT hr = mpDevice->CreateAdditionalSwapChain(&renderWindowResources->presentParameters,
  686. &renderWindowResources->swapChain);
  687. if (FAILED(hr))
  688. {
  689. // Try a second time, may fail the first time due to back buffer count,
  690. // which will be corrected by the runtime
  691. hr = mpDevice->CreateAdditionalSwapChain(&renderWindowResources->presentParameters,
  692. &renderWindowResources->swapChain);
  693. }
  694. if (FAILED(hr))
  695. {
  696. CM_EXCEPT(RenderingAPIException, "Unable to create an additional swap chain");
  697. }
  698. }
  699. else
  700. {
  701. // The swap chain is already created by the device
  702. HRESULT hr = mpDevice->GetSwapChain(renderWindowResources->presentParametersIndex,
  703. &renderWindowResources->swapChain);
  704. if (FAILED(hr))
  705. {
  706. CM_EXCEPT(RenderingAPIException, "Unable to get the swap chain");
  707. }
  708. }
  709. // Store references to buffers for convenience
  710. renderWindowResources->swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO,
  711. &renderWindowResources->backBuffer);
  712. // Additional swap chains need their own depth buffer
  713. // to support resizing them
  714. if (renderWindow->_isDepthBuffered())
  715. {
  716. // if multihead is enabled, depth buffer can be created automatically for
  717. // all the adapters. if multihead is not enabled, depth buffer is just
  718. // created for the main swap chain
  719. if (isMultihead() && isAutoDepthStencil() ||
  720. isMultihead() == false && isSwapChainWindow(renderWindow) == false)
  721. {
  722. mpDevice->GetDepthStencilSurface(&renderWindowResources->depthBuffer);
  723. }
  724. else
  725. {
  726. UINT32 targetWidth = renderWindow->getWidth();
  727. UINT32 targetHeight = renderWindow->getHeight();
  728. if (targetWidth == 0)
  729. targetWidth = 1;
  730. if (targetHeight == 0)
  731. targetHeight = 1;
  732. HRESULT hr = mpDevice->CreateDepthStencilSurface(
  733. targetWidth, targetHeight,
  734. renderWindowResources->presentParameters.AutoDepthStencilFormat,
  735. renderWindowResources->presentParameters.MultiSampleType,
  736. renderWindowResources->presentParameters.MultiSampleQuality,
  737. (renderWindowResources->presentParameters.Flags & D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL),
  738. &renderWindowResources->depthBuffer, NULL
  739. );
  740. if (FAILED(hr))
  741. {
  742. CM_EXCEPT(RenderingAPIException, "Unable to create a depth buffer for the swap chain");
  743. }
  744. if (isSwapChainWindow(renderWindow) == false)
  745. {
  746. mpDevice->SetDepthStencilSurface(renderWindowResources->depthBuffer);
  747. }
  748. }
  749. }
  750. renderWindowResources->acquired = true;
  751. }
  752. bool D3D9Device::isSwapChainWindow(const D3D9RenderWindow* renderWindow)
  753. {
  754. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  755. if (it->second->presentParametersIndex == 0 || renderWindow->isFullScreen())
  756. return false;
  757. return true;
  758. }
  759. const D3D9RenderWindow* D3D9Device::getPrimaryWindow()
  760. {
  761. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  762. while (it != mMapRenderWindowToResoruces.end() && it->second->presentParametersIndex != 0)
  763. ++it;
  764. assert(it != mMapRenderWindowToResoruces.end());
  765. return it->first;
  766. }
  767. void D3D9Device::setSharedWindowHandle(HWND hSharedHWND)
  768. {
  769. if (hSharedHWND != msSharedFocusWindow)
  770. msSharedFocusWindow = hSharedHWND;
  771. }
  772. void D3D9Device::updateRenderWindowsIndices()
  773. {
  774. // Update present parameters index attribute per render window.
  775. if (isMultihead())
  776. {
  777. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  778. // Multi head device case -
  779. // Present parameter index is based on adapter ordinal in group index.
  780. while (it != mMapRenderWindowToResoruces.end())
  781. {
  782. it->second->presentParametersIndex = it->second->adapterOrdinalInGroupIndex;
  783. ++it;
  784. }
  785. }
  786. else
  787. {
  788. // Single head device case -
  789. // Just assign index in incremental order -
  790. // NOTE: It suppose to cover both cases that possible here:
  791. // 1. Single full screen window - only one allowed per device (this is not multi-head case).
  792. // 2. Multiple window mode windows.
  793. UINT32 nextPresParamIndex = 0;
  794. RenderWindowToResorucesIterator it;
  795. const D3D9RenderWindow* deviceFocusWindow = NULL;
  796. // In case a d3d9 device exists - try to keep the present parameters order
  797. // so that the window that the device is focused on will stay the same and we
  798. // will avoid device re-creation.
  799. if (mpDevice != NULL)
  800. {
  801. it = mMapRenderWindowToResoruces.begin();
  802. while (it != mMapRenderWindowToResoruces.end())
  803. {
  804. if (it->first->_getWindowHandle() == mCreationParams.hFocusWindow)
  805. {
  806. deviceFocusWindow = it->first;
  807. it->second->presentParametersIndex = nextPresParamIndex;
  808. ++nextPresParamIndex;
  809. break;
  810. }
  811. ++it;
  812. }
  813. }
  814. it = mMapRenderWindowToResoruces.begin();
  815. while (it != mMapRenderWindowToResoruces.end())
  816. {
  817. if (it->first != deviceFocusWindow)
  818. {
  819. it->second->presentParametersIndex = nextPresParamIndex;
  820. ++nextPresParamIndex;
  821. }
  822. ++it;
  823. }
  824. }
  825. }
  826. void D3D9Device::copyContentsToMemory(const D3D9RenderWindow* renderWindow,
  827. const PixelData &dst, RenderTarget::FrameBuffer buffer)
  828. {
  829. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  830. RenderWindowResources* resources = it->second;
  831. bool swapChain = isSwapChainWindow(renderWindow);
  832. if ((dst.getLeft() < 0) || (dst.getRight() > renderWindow->getWidth()) ||
  833. (dst.getTop() < 0) || (dst.getBottom() > renderWindow->getHeight()) ||
  834. (dst.getFront() != 0) || (dst.getBack() != 1))
  835. {
  836. CM_EXCEPT(InvalidParametersException, "Invalid box.");
  837. }
  838. HRESULT hr;
  839. IDirect3DSurface9* pSurf = NULL;
  840. IDirect3DSurface9* pTempSurf = NULL;
  841. D3DSURFACE_DESC desc;
  842. D3DLOCKED_RECT lockedRect;
  843. if (buffer == RenderTarget::FB_AUTO)
  844. {
  845. //buffer = mIsFullScreen? FB_FRONT : FB_BACK;
  846. buffer = RenderTarget::FB_FRONT;
  847. }
  848. if (buffer == RenderTarget::FB_FRONT)
  849. {
  850. D3DDISPLAYMODE dm;
  851. if (FAILED(hr = mpDevice->GetDisplayMode(0, &dm)))
  852. {
  853. CM_EXCEPT(RenderingAPIException, "Can't get display mode: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  854. }
  855. desc.Width = dm.Width;
  856. desc.Height = dm.Height;
  857. desc.Format = D3DFMT_A8R8G8B8;
  858. if (FAILED(hr = mpDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height,
  859. desc.Format,
  860. D3DPOOL_SYSTEMMEM,
  861. &pTempSurf,
  862. 0)))
  863. {
  864. CM_EXCEPT(RenderingAPIException, "Can't create offscreen buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  865. }
  866. if (FAILED(hr = swapChain ? resources->swapChain->GetFrontBufferData(pTempSurf) :
  867. mpDevice->GetFrontBufferData(0, pTempSurf)))
  868. {
  869. SAFE_RELEASE(pTempSurf);
  870. CM_EXCEPT(RenderingAPIException, "Can't get front buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  871. }
  872. if(renderWindow->isFullScreen())
  873. {
  874. if ((dst.getLeft() == 0) && (dst.getRight() == renderWindow->getWidth()) && (dst.getTop() == 0) && (dst.getBottom() == renderWindow->getHeight()))
  875. {
  876. hr = pTempSurf->LockRect(&lockedRect, 0, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  877. }
  878. else
  879. {
  880. RECT rect;
  881. rect.left = static_cast<LONG>(dst.getLeft());
  882. rect.right = static_cast<LONG>(dst.getRight());
  883. rect.top = static_cast<LONG>(dst.getTop());
  884. rect.bottom = static_cast<LONG>(dst.getBottom());
  885. hr = pTempSurf->LockRect(&lockedRect, &rect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  886. }
  887. if (FAILED(hr))
  888. {
  889. SAFE_RELEASE(pTempSurf);
  890. CM_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  891. }
  892. }
  893. else
  894. {
  895. RECT srcRect;
  896. //GetClientRect(mHWnd, &srcRect);
  897. srcRect.left = static_cast<LONG>(dst.getLeft());
  898. srcRect.top = static_cast<LONG>(dst.getTop());
  899. srcRect.right = static_cast<LONG>(dst.getRight());
  900. srcRect.bottom = static_cast<LONG>(dst.getBottom());
  901. POINT point;
  902. point.x = srcRect.left;
  903. point.y = srcRect.top;
  904. ClientToScreen(renderWindow->_getWindowHandle(), &point);
  905. srcRect.top = point.y;
  906. srcRect.left = point.x;
  907. srcRect.bottom += point.y;
  908. srcRect.right += point.x;
  909. desc.Width = srcRect.right - srcRect.left;
  910. desc.Height = srcRect.bottom - srcRect.top;
  911. if (FAILED(hr = pTempSurf->LockRect(&lockedRect, &srcRect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK)))
  912. {
  913. SAFE_RELEASE(pTempSurf);
  914. CM_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  915. }
  916. }
  917. }
  918. else
  919. {
  920. SAFE_RELEASE(pSurf);
  921. if(FAILED(hr = swapChain? resources->swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurf) :
  922. mpDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurf)))
  923. {
  924. CM_EXCEPT(RenderingAPIException, "Can't get back buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  925. }
  926. if(FAILED(hr = pSurf->GetDesc(&desc)))
  927. {
  928. CM_EXCEPT(RenderingAPIException, "Can't get description: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  929. }
  930. if (FAILED(hr = mpDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height,
  931. desc.Format,
  932. D3DPOOL_SYSTEMMEM,
  933. &pTempSurf,
  934. 0)))
  935. {
  936. CM_EXCEPT(RenderingAPIException, "Can't create offscreen surface: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  937. }
  938. if (desc.MultiSampleType == D3DMULTISAMPLE_NONE)
  939. {
  940. if (FAILED(hr = mpDevice->GetRenderTargetData(pSurf, pTempSurf)))
  941. {
  942. SAFE_RELEASE(pTempSurf);
  943. CM_EXCEPT(RenderingAPIException, "Can't get render target data: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  944. }
  945. }
  946. else
  947. {
  948. IDirect3DSurface9* pStretchSurf = 0;
  949. if (FAILED(hr = mpDevice->CreateRenderTarget(desc.Width, desc.Height,
  950. desc.Format,
  951. D3DMULTISAMPLE_NONE,
  952. 0,
  953. false,
  954. &pStretchSurf,
  955. 0)))
  956. {
  957. SAFE_RELEASE(pTempSurf);
  958. CM_EXCEPT(RenderingAPIException, "Can't create render target: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  959. }
  960. if (FAILED(hr = mpDevice->StretchRect(pSurf, 0, pStretchSurf, 0, D3DTEXF_NONE)))
  961. {
  962. SAFE_RELEASE(pTempSurf);
  963. SAFE_RELEASE(pStretchSurf);
  964. CM_EXCEPT(RenderingAPIException, "Can't stretch rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  965. }
  966. if (FAILED(hr = mpDevice->GetRenderTargetData(pStretchSurf, pTempSurf)))
  967. {
  968. SAFE_RELEASE(pTempSurf);
  969. SAFE_RELEASE(pStretchSurf);
  970. CM_EXCEPT(RenderingAPIException, "Can't get render target data: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  971. }
  972. SAFE_RELEASE(pStretchSurf);
  973. }
  974. if ((dst.getLeft() == 0) && (dst.getRight() == renderWindow->getWidth()) && (dst.getTop() == 0) && (dst.getBottom() == renderWindow->getHeight()))
  975. {
  976. hr = pTempSurf->LockRect(&lockedRect, 0, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  977. }
  978. else
  979. {
  980. RECT rect;
  981. rect.left = static_cast<LONG>(dst.getLeft());
  982. rect.right = static_cast<LONG>(dst.getRight());
  983. rect.top = static_cast<LONG>(dst.getTop());
  984. rect.bottom = static_cast<LONG>(dst.getBottom());
  985. hr = pTempSurf->LockRect(&lockedRect, &rect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  986. }
  987. if (FAILED(hr))
  988. {
  989. SAFE_RELEASE(pTempSurf);
  990. CM_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  991. }
  992. }
  993. PixelFormat format = BansheeEngine::D3D9Mappings::_getPF(desc.Format);
  994. if (format == PF_UNKNOWN)
  995. {
  996. SAFE_RELEASE(pTempSurf);
  997. CM_EXCEPT(RenderingAPIException, "Unsupported format");
  998. }
  999. PixelData src(dst.getWidth(), dst.getHeight(), 1, format);
  1000. src.setExternalBuffer((UINT8*)lockedRect.pBits);
  1001. src.setRowPitch(lockedRect.Pitch / PixelUtil::getNumElemBytes(format));
  1002. src.setSlicePitch(desc.Height * src.getRowPitch());
  1003. PixelUtil::bulkPixelConversion(src, dst);
  1004. SAFE_RELEASE(pTempSurf);
  1005. SAFE_RELEASE(pSurf);
  1006. }
  1007. }