BsD3D9RenderAPI.cpp 68 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292
  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. try
  152. {
  153. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  154. }
  155. catch (const BansheeEngine::RenderingAPIException&)
  156. {
  157. // after catching the exception, clean up
  158. mResourceManager->unlockDeviceAccess();
  159. // re-throw
  160. throw;
  161. }
  162. mResourceManager->unlockDeviceAccess();
  163. }
  164. void D3D9RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. HRESULT hr;
  168. switch (prg->getProperties().getType())
  169. {
  170. case GPT_VERTEX_PROGRAM:
  171. hr = getActiveD3D9Device()->SetVertexShader(
  172. static_cast<D3D9GpuVertexProgramCore*>(prg.get())->getVertexShader());
  173. if (FAILED(hr))
  174. {
  175. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  176. }
  177. break;
  178. case GPT_FRAGMENT_PROGRAM:
  179. hr = getActiveD3D9Device()->SetPixelShader(
  180. static_cast<D3D9GpuFragmentProgramCore*>(prg.get())->getPixelShader());
  181. if (FAILED(hr))
  182. {
  183. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  184. }
  185. break;
  186. };
  187. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  188. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  189. // This solves such an errors when working with the Debug runtime -
  190. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  191. for (unsigned int nStage=0; nStage < 8; ++nStage)
  192. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  193. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  194. RenderAPICore::bindGpuProgram(prg);
  195. }
  196. void D3D9RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  197. {
  198. THROW_IF_NOT_CORE_THREAD;
  199. HRESULT hr;
  200. switch(gptype)
  201. {
  202. case GPT_VERTEX_PROGRAM:
  203. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  204. if (FAILED(hr))
  205. {
  206. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  207. }
  208. break;
  209. case GPT_FRAGMENT_PROGRAM:
  210. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  211. if (FAILED(hr))
  212. {
  213. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  214. }
  215. break;
  216. };
  217. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  218. RenderAPICore::unbindGpuProgram(gptype);
  219. }
  220. void D3D9RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  221. {
  222. THROW_IF_NOT_CORE_THREAD;
  223. bindableParams->updateHardwareBuffers();
  224. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  225. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  226. // but it is required in order to have standardized buffer interface.
  227. UnorderedMap<UINT32, UINT8*> bufferData;
  228. for(auto& curParam : paramDesc.params)
  229. {
  230. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  231. auto iterFind = bufferData.find(paramBlockSlot);
  232. if(iterFind == bufferData.end())
  233. {
  234. SPtr<GpuParamBlockBufferCore> paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  235. UINT8* data = (UINT8*)bs_alloc<ScratchAlloc>(paramBlock->getSize());
  236. paramBlock->readFromGPU(data);
  237. bufferData[paramBlockSlot] = data;
  238. }
  239. }
  240. HRESULT hr;
  241. switch(gptype)
  242. {
  243. case GPT_VERTEX_PROGRAM:
  244. {
  245. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  246. {
  247. const GpuParamDataDesc& paramDesc = iter->second;
  248. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  249. switch(paramDesc.type)
  250. {
  251. case GPDT_FLOAT1:
  252. case GPDT_FLOAT2:
  253. case GPDT_FLOAT3:
  254. case GPDT_FLOAT4:
  255. case GPDT_MATRIX_2X2:
  256. case GPDT_MATRIX_2X3:
  257. case GPDT_MATRIX_2X4:
  258. case GPDT_MATRIX_3X2:
  259. case GPDT_MATRIX_3X3:
  260. case GPDT_MATRIX_3X4:
  261. case GPDT_MATRIX_4X2:
  262. case GPDT_MATRIX_4X3:
  263. case GPDT_MATRIX_4X4:
  264. {
  265. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  266. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  267. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  268. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  269. break;
  270. }
  271. case GPDT_INT1:
  272. case GPDT_INT2:
  273. case GPDT_INT3:
  274. case GPDT_INT4:
  275. {
  276. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  277. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  278. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  279. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  280. break;
  281. }
  282. case GPDT_BOOL:
  283. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  284. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  285. break;
  286. }
  287. }
  288. }
  289. break;
  290. case GPT_FRAGMENT_PROGRAM:
  291. {
  292. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  293. {
  294. const GpuParamDataDesc& paramDesc = iter->second;
  295. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  296. switch(paramDesc.type)
  297. {
  298. case GPDT_FLOAT1:
  299. case GPDT_FLOAT2:
  300. case GPDT_FLOAT3:
  301. case GPDT_FLOAT4:
  302. case GPDT_MATRIX_2X2:
  303. case GPDT_MATRIX_2X3:
  304. case GPDT_MATRIX_2X4:
  305. case GPDT_MATRIX_3X2:
  306. case GPDT_MATRIX_3X3:
  307. case GPDT_MATRIX_3X4:
  308. case GPDT_MATRIX_4X2:
  309. case GPDT_MATRIX_4X3:
  310. case GPDT_MATRIX_4X4:
  311. {
  312. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  313. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  314. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  315. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  316. break;
  317. }
  318. case GPDT_INT1:
  319. case GPDT_INT2:
  320. case GPDT_INT3:
  321. case GPDT_INT4:
  322. {
  323. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  324. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  325. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  326. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  327. break;
  328. }
  329. case GPDT_BOOL:
  330. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  331. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  332. break;
  333. }
  334. }
  335. }
  336. break;
  337. };
  338. for(auto& curBufferData : bufferData)
  339. {
  340. bs_free<ScratchAlloc>(curBufferData.second);
  341. }
  342. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  343. }
  344. void D3D9RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex)
  345. {
  346. THROW_IF_NOT_CORE_THREAD;
  347. if (tex != nullptr && !tex->isBindableAsShaderResource())
  348. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  349. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  350. {
  351. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  352. return;
  353. }
  354. if(gptype == GPT_VERTEX_PROGRAM)
  355. {
  356. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  357. }
  358. HRESULT hr;
  359. SPtr<D3D9TextureCore> dt = std::static_pointer_cast<D3D9TextureCore>(tex);
  360. if (enabled && (dt != nullptr))
  361. {
  362. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  363. if (mTexStageDesc[unit].pTex != pTex)
  364. {
  365. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  366. if( hr != S_OK )
  367. {
  368. String str = "Unable to set texture in D3D9";
  369. BS_EXCEPT(RenderingAPIException, str);
  370. }
  371. // set stage desc.
  372. mTexStageDesc[unit].pTex = pTex;
  373. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getProperties().getTextureType());
  374. // Set gamma now too
  375. if (dt->isHardwareGammaReadToBeUsed())
  376. {
  377. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  378. }
  379. else
  380. {
  381. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  382. }
  383. BS_INC_RENDER_STAT(NumTextureBinds);
  384. BS_INC_RENDER_STAT(NumSamplerBinds);
  385. }
  386. }
  387. else
  388. {
  389. if (mTexStageDesc[unit].pTex != 0)
  390. {
  391. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  392. if( hr != S_OK )
  393. {
  394. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  395. BS_EXCEPT(RenderingAPIException, str);
  396. }
  397. BS_INC_RENDER_STAT(NumTextureBinds);
  398. }
  399. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  400. if( hr != S_OK )
  401. {
  402. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  403. BS_EXCEPT(RenderingAPIException, str);
  404. }
  405. // set stage desc. to defaults
  406. mTexStageDesc[unit].pTex = 0;
  407. mTexStageDesc[unit].coordIndex = 0;
  408. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  409. }
  410. }
  411. void D3D9RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  412. const TextureSurface& surface)
  413. {
  414. THROW_IF_NOT_CORE_THREAD;
  415. LOGWRN("Texture random load/store not supported on DX9.");
  416. }
  417. void D3D9RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state)
  418. {
  419. THROW_IF_NOT_CORE_THREAD;
  420. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  421. {
  422. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  423. return;
  424. }
  425. if(gptype == GPT_VERTEX_PROGRAM)
  426. {
  427. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  428. }
  429. const SamplerProperties& sampProps = state->getProperties();
  430. // Set texture layer filtering
  431. setTextureFiltering(unit, FT_MIN, sampProps.getTextureFiltering(FT_MIN));
  432. setTextureFiltering(unit, FT_MAG, sampProps.getTextureFiltering(FT_MAG));
  433. setTextureFiltering(unit, FT_MIP, sampProps.getTextureFiltering(FT_MIP));
  434. // Set texture layer filtering
  435. if (sampProps.getTextureAnisotropy() > 0)
  436. setTextureAnisotropy(unit, sampProps.getTextureAnisotropy());
  437. // Set mipmap biasing
  438. setTextureMipmapBias(unit, sampProps.getTextureMipmapBias());
  439. // Texture addressing mode
  440. const UVWAddressingMode& uvw = sampProps.getTextureAddressingMode();
  441. setTextureAddressingMode(unit, uvw);
  442. // Set border color
  443. setTextureBorderColor(unit, sampProps.getBorderColor());
  444. BS_INC_RENDER_STAT(NumSamplerBinds);
  445. }
  446. void D3D9RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  447. {
  448. THROW_IF_NOT_CORE_THREAD;
  449. const BlendProperties& stateProps = blendState->getProperties();
  450. // Alpha to coverage
  451. setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
  452. // Blend states
  453. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  454. if (stateProps.getBlendEnabled(0))
  455. {
  456. setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0), stateProps.getAlphaDstBlend(0)
  457. , stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
  458. }
  459. else
  460. {
  461. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  462. }
  463. // Color write mask
  464. UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
  465. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  466. BS_INC_RENDER_STAT(NumBlendStateChanges);
  467. }
  468. void D3D9RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  469. {
  470. THROW_IF_NOT_CORE_THREAD;
  471. const RasterizerProperties& stateProps = rasterizerState->getProperties();
  472. setDepthBias(stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
  473. setCullingMode(stateProps.getCullMode());
  474. setPolygonMode(stateProps.getPolygonMode());
  475. setScissorTestEnable(stateProps.getScissorEnable());
  476. setMultisampleAntialiasEnable(stateProps.getMultisampleEnable());
  477. setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
  478. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  479. }
  480. void D3D9RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  481. {
  482. THROW_IF_NOT_CORE_THREAD;
  483. const DepthStencilProperties& stateProps = depthStencilState->getProperties();
  484. // Set stencil buffer options
  485. setStencilCheckEnabled(stateProps.getStencilEnable());
  486. setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
  487. setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), true);
  488. setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
  489. setStencilBufferFunc(stateProps.getStencilBackCompFunc(), false);
  490. setStencilBufferReadMask(stateProps.getStencilReadMask());
  491. setStencilBufferWriteMask(stateProps.getStencilWriteMask());
  492. // Set depth buffer options
  493. setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
  494. setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
  495. setDepthBufferFunction(stateProps.getDepthComparisonFunc());
  496. // Set stencil ref value
  497. setStencilRefValue(stencilRefValue);
  498. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  499. }
  500. void D3D9RenderAPI::setTextureMipmapBias(UINT16 unit, float bias)
  501. {
  502. THROW_IF_NOT_CORE_THREAD;
  503. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  504. {
  505. // ugh - have to pass float data through DWORD with no conversion
  506. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  507. *(DWORD*)&bias);
  508. if(FAILED(hr))
  509. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  510. }
  511. }
  512. void D3D9RenderAPI::setTextureAddressingMode( UINT16 stage,
  513. const UVWAddressingMode& uvw )
  514. {
  515. THROW_IF_NOT_CORE_THREAD;
  516. HRESULT hr;
  517. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  518. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  519. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  520. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  521. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  522. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  523. }
  524. void D3D9RenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
  525. {
  526. THROW_IF_NOT_CORE_THREAD;
  527. HRESULT hr;
  528. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  529. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  530. }
  531. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  532. {
  533. THROW_IF_NOT_CORE_THREAD;
  534. HRESULT hr;
  535. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  536. {
  537. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  538. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  539. }
  540. else
  541. {
  542. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  543. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  544. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  545. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  546. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  547. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  548. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  549. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  550. }
  551. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  552. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  553. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  554. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  555. }
  556. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  557. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  558. {
  559. THROW_IF_NOT_CORE_THREAD;
  560. HRESULT hr;
  561. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  562. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  563. {
  564. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  565. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  566. }
  567. else
  568. {
  569. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  570. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  571. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  572. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  573. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  574. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  575. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  576. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  577. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  578. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  579. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  580. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  581. }
  582. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  583. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  584. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  585. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  586. }
  587. void D3D9RenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
  588. {
  589. THROW_IF_NOT_CORE_THREAD;
  590. HRESULT hr;
  591. if (func != CMPF_ALWAYS_PASS)
  592. {
  593. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  594. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  595. }
  596. else
  597. {
  598. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  599. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  600. }
  601. // Set always just be sure
  602. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  603. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  604. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  605. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  606. }
  607. void D3D9RenderAPI::setAlphaToCoverage(bool enable)
  608. {
  609. THROW_IF_NOT_CORE_THREAD;
  610. HRESULT hr;
  611. static bool lasta2c = false;
  612. // Alpha to coverage
  613. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  614. {
  615. // Vendor-specific hacks on renderstate, gotta love 'em
  616. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  617. {
  618. if (enable)
  619. {
  620. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  621. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  622. }
  623. else
  624. {
  625. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  626. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  627. }
  628. }
  629. else if ((getCapabilities()->getVendor() == GPU_AMD))
  630. {
  631. if (enable)
  632. {
  633. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  634. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  635. }
  636. else
  637. {
  638. // discovered this through trial and error, seems to work
  639. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  640. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  641. }
  642. }
  643. lasta2c = enable;
  644. }
  645. }
  646. void D3D9RenderAPI::setCullingMode(CullingMode mode)
  647. {
  648. THROW_IF_NOT_CORE_THREAD;
  649. mCullingMode = mode;
  650. HRESULT hr;
  651. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  652. D3D9Mappings::get(mode, false))) )
  653. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  654. }
  655. void D3D9RenderAPI::setDepthBufferCheckEnabled(bool enabled)
  656. {
  657. THROW_IF_NOT_CORE_THREAD;
  658. HRESULT hr;
  659. if( enabled )
  660. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  661. else
  662. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  663. if(FAILED(hr))
  664. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  665. }
  666. void D3D9RenderAPI::setDepthBufferWriteEnabled(bool enabled)
  667. {
  668. THROW_IF_NOT_CORE_THREAD;
  669. HRESULT hr;
  670. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  671. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  672. }
  673. void D3D9RenderAPI::setDepthBufferFunction(CompareFunction func)
  674. {
  675. THROW_IF_NOT_CORE_THREAD;
  676. HRESULT hr;
  677. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  678. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  679. }
  680. void D3D9RenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
  681. {
  682. THROW_IF_NOT_CORE_THREAD;
  683. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  684. {
  685. // Negate bias since D3D is backward
  686. constantBias = -constantBias;
  687. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  688. if (FAILED(hr))
  689. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  690. }
  691. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  692. {
  693. // Negate bias since D3D is backward
  694. slopeScaleBias = -slopeScaleBias;
  695. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  696. if (FAILED(hr))
  697. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  698. }
  699. }
  700. void D3D9RenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  701. {
  702. THROW_IF_NOT_CORE_THREAD;
  703. DWORD val = 0;
  704. if (red)
  705. val |= D3DCOLORWRITEENABLE_RED;
  706. if (green)
  707. val |= D3DCOLORWRITEENABLE_GREEN;
  708. if (blue)
  709. val |= D3DCOLORWRITEENABLE_BLUE;
  710. if (alpha)
  711. val |= D3DCOLORWRITEENABLE_ALPHA;
  712. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  713. if (FAILED(hr))
  714. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  715. }
  716. void D3D9RenderAPI::setPolygonMode(PolygonMode level)
  717. {
  718. THROW_IF_NOT_CORE_THREAD;
  719. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  720. if (FAILED(hr))
  721. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  722. }
  723. void D3D9RenderAPI::setStencilCheckEnabled(bool enabled)
  724. {
  725. THROW_IF_NOT_CORE_THREAD;
  726. // Allow stencilling
  727. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  728. if (FAILED(hr))
  729. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  730. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  731. {
  732. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  733. if (FAILED(hr))
  734. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  735. }
  736. else
  737. {
  738. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  739. if (FAILED(hr))
  740. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  741. }
  742. }
  743. void D3D9RenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  744. {
  745. THROW_IF_NOT_CORE_THREAD;
  746. HRESULT hr;
  747. // 2-sided operation
  748. if (ccw)
  749. {
  750. // fail op
  751. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  752. if (FAILED(hr))
  753. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  754. // depth fail op
  755. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  756. if (FAILED(hr))
  757. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  758. // pass op
  759. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  760. if (FAILED(hr))
  761. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  762. }
  763. else
  764. {
  765. // fail op
  766. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  767. if (FAILED(hr))
  768. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  769. // depth fail op
  770. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  771. if (FAILED(hr))
  772. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  773. // pass op
  774. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  775. if (FAILED(hr))
  776. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  777. }
  778. }
  779. void D3D9RenderAPI::setStencilBufferFunc(CompareFunction func, bool ccw)
  780. {
  781. HRESULT hr;
  782. if(ccw)
  783. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  784. else
  785. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  786. if (FAILED(hr))
  787. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  788. }
  789. void D3D9RenderAPI::setStencilBufferReadMask(UINT32 mask)
  790. {
  791. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  792. if (FAILED(hr))
  793. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  794. }
  795. void D3D9RenderAPI::setStencilBufferWriteMask(UINT32 mask)
  796. {
  797. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  798. if (FAILED(hr))
  799. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  800. }
  801. void D3D9RenderAPI::setStencilRefValue(UINT32 refValue)
  802. {
  803. THROW_IF_NOT_CORE_THREAD;
  804. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  805. if (FAILED(hr))
  806. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  807. }
  808. void D3D9RenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  809. {
  810. THROW_IF_NOT_CORE_THREAD;
  811. HRESULT hr;
  812. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  813. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  814. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  815. if (FAILED(hr))
  816. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  817. }
  818. void D3D9RenderAPI::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  819. {
  820. THROW_IF_NOT_CORE_THREAD;
  821. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  822. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  823. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  824. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  825. }
  826. void D3D9RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
  827. {
  828. THROW_IF_NOT_CORE_THREAD;
  829. mActiveRenderTarget = target;
  830. const RenderTargetProperties& rtProps = target->getProperties();
  831. HRESULT hr;
  832. // Possibly change device if the target is a window
  833. if (rtProps.isWindow())
  834. {
  835. D3D9RenderWindowCore* window = static_cast<D3D9RenderWindowCore*>(target.get());
  836. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  837. window->_validateDevice();
  838. }
  839. // Retrieve render surfaces
  840. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  841. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  842. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  843. target->getCustomAttribute("DDBACKBUFFER", pBack);
  844. if (!pBack[0])
  845. {
  846. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  847. return;
  848. }
  849. IDirect3DSurface9* pDepth = NULL;
  850. if (!pDepth)
  851. target->getCustomAttribute("D3DZBUFFER", &pDepth);
  852. // Bind render targets
  853. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  854. {
  855. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  856. if (FAILED(hr))
  857. {
  858. String msg = DXGetErrorDescription(hr);
  859. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  860. }
  861. }
  862. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  863. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  864. if (FAILED(hr))
  865. {
  866. String msg = DXGetErrorDescription(hr);
  867. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  868. }
  869. // Set sRGB write mode
  870. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  871. applyViewport();
  872. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  873. }
  874. void D3D9RenderAPI::setViewport(const Rect2& vp)
  875. {
  876. THROW_IF_NOT_CORE_THREAD;
  877. mViewportNorm = vp;
  878. applyViewport();
  879. }
  880. void D3D9RenderAPI::beginFrame()
  881. {
  882. THROW_IF_NOT_CORE_THREAD;
  883. HRESULT hr;
  884. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  885. {
  886. String msg = DXGetErrorDescription(hr);
  887. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  888. }
  889. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  890. mIsFrameInProgress = true;
  891. }
  892. void D3D9RenderAPI::endFrame()
  893. {
  894. THROW_IF_NOT_CORE_THREAD;
  895. HRESULT hr;
  896. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  897. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  898. mIsFrameInProgress = false;
  899. }
  900. void D3D9RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& decl)
  901. {
  902. THROW_IF_NOT_CORE_THREAD;
  903. std::shared_ptr<D3D9VertexDeclarationCore> d3ddecl = std::static_pointer_cast<D3D9VertexDeclarationCore>(decl);
  904. HRESULT hr;
  905. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  906. {
  907. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  908. }
  909. }
  910. void D3D9RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  911. {
  912. THROW_IF_NOT_CORE_THREAD;
  913. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  914. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  915. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  916. HRESULT hr;
  917. for(UINT32 i = 0; i < numBuffers; i++)
  918. {
  919. if(buffers[i] != nullptr)
  920. {
  921. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  922. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  923. hr = getActiveD3D9Device()->SetStreamSource(
  924. static_cast<UINT>(index + i),
  925. d3d9buf->getD3D9VertexBuffer(),
  926. 0,
  927. static_cast<UINT>(vbProps.getVertexSize()) // stride
  928. );
  929. }
  930. else
  931. {
  932. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  933. }
  934. if (FAILED(hr))
  935. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  936. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  937. }
  938. }
  939. void D3D9RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  940. {
  941. THROW_IF_NOT_CORE_THREAD;
  942. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  943. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  944. if (FAILED(hr))
  945. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  946. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  947. }
  948. void D3D9RenderAPI::setDrawOperation(DrawOperationType op)
  949. {
  950. THROW_IF_NOT_CORE_THREAD;
  951. mCurrentDrawOperation = op;
  952. }
  953. void D3D9RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  954. {
  955. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  956. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  957. if(FAILED(hr))
  958. {
  959. String msg = DXGetErrorDescription(hr);
  960. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  961. }
  962. BS_INC_RENDER_STAT(NumDrawCalls);
  963. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  964. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  965. }
  966. void D3D9RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  967. {
  968. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  969. // do indexed draw operation
  970. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  971. getD3D9PrimitiveType(),
  972. static_cast<UINT>(vertexOffset),
  973. 0,
  974. static_cast<UINT>(vertexCount),
  975. static_cast<UINT>(startIndex),
  976. static_cast<UINT>(primCount)
  977. );
  978. if(FAILED(hr))
  979. {
  980. String msg = DXGetErrorDescription(hr);
  981. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  982. }
  983. BS_INC_RENDER_STAT(NumDrawCalls);
  984. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  985. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  986. }
  987. void D3D9RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  988. {
  989. THROW_IF_NOT_CORE_THREAD;
  990. mScissorRect.left = static_cast<LONG>(left);
  991. mScissorRect.top = static_cast<LONG>(top);
  992. mScissorRect.bottom = static_cast<LONG>(bottom);
  993. mScissorRect.right = static_cast<LONG>(right);
  994. }
  995. void D3D9RenderAPI::setScissorTestEnable(bool enable)
  996. {
  997. THROW_IF_NOT_CORE_THREAD;
  998. HRESULT hr;
  999. if (enable)
  1000. {
  1001. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1002. {
  1003. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1004. }
  1005. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1006. {
  1007. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1008. }
  1009. }
  1010. else
  1011. {
  1012. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1013. {
  1014. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1015. }
  1016. }
  1017. }
  1018. void D3D9RenderAPI::setMultisampleAntialiasEnable(bool enable)
  1019. {
  1020. HRESULT hr;
  1021. if(enable)
  1022. {
  1023. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1024. {
  1025. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1026. }
  1027. }
  1028. else
  1029. {
  1030. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1031. {
  1032. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1033. }
  1034. }
  1035. }
  1036. void D3D9RenderAPI::setAntialiasedLineEnable(bool enable)
  1037. {
  1038. HRESULT hr;
  1039. if(enable)
  1040. {
  1041. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1042. {
  1043. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1044. }
  1045. }
  1046. else
  1047. {
  1048. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1049. {
  1050. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1051. }
  1052. }
  1053. }
  1054. void D3D9RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1055. {
  1056. if(mActiveRenderTarget == nullptr)
  1057. return;
  1058. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1059. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1060. clearArea(buffers, color, depth, stencil, clearRect);
  1061. }
  1062. void D3D9RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1063. {
  1064. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1065. clearArea(buffers, color, depth, stencil, clearRect);
  1066. }
  1067. void D3D9RenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1068. {
  1069. THROW_IF_NOT_CORE_THREAD;
  1070. if(mActiveRenderTarget == nullptr)
  1071. return;
  1072. DWORD flags = 0;
  1073. if (buffers & FBT_COLOR)
  1074. {
  1075. flags |= D3DCLEAR_TARGET;
  1076. }
  1077. if (buffers & FBT_DEPTH)
  1078. {
  1079. flags |= D3DCLEAR_ZBUFFER;
  1080. }
  1081. // Only try to clear the stencil buffer if supported
  1082. if (buffers & FBT_STENCIL)
  1083. {
  1084. flags |= D3DCLEAR_STENCIL;
  1085. }
  1086. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1087. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1088. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1089. if(!clearEntireTarget)
  1090. {
  1091. D3DRECT clearD3DRect;
  1092. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1093. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1094. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1095. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1096. HRESULT hr;
  1097. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1098. {
  1099. String msg = DXGetErrorDescription(hr);
  1100. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1101. }
  1102. }
  1103. else
  1104. {
  1105. HRESULT hr;
  1106. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1107. {
  1108. String msg = DXGetErrorDescription(hr);
  1109. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1110. }
  1111. }
  1112. BS_INC_RENDER_STAT(NumClears);
  1113. }
  1114. IDirect3D9* D3D9RenderAPI::getDirect3D9()
  1115. {
  1116. THROW_IF_NOT_CORE_THREAD;
  1117. return msD3D9RenderSystem->mpD3D;
  1118. }
  1119. UINT D3D9RenderAPI::getResourceCreationDeviceCount()
  1120. {
  1121. THROW_IF_NOT_CORE_THREAD;
  1122. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1123. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1124. {
  1125. return 1;
  1126. }
  1127. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1128. {
  1129. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1130. }
  1131. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1132. return 0;
  1133. }
  1134. IDirect3DDevice9* D3D9RenderAPI::getResourceCreationDevice(UINT index)
  1135. {
  1136. THROW_IF_NOT_CORE_THREAD;
  1137. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1138. IDirect3DDevice9* d3d9Device = NULL;
  1139. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1140. {
  1141. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1142. }
  1143. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1144. {
  1145. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1146. }
  1147. else
  1148. {
  1149. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1150. }
  1151. return d3d9Device;
  1152. }
  1153. IDirect3DDevice9* D3D9RenderAPI::getActiveD3D9Device()
  1154. {
  1155. THROW_IF_NOT_CORE_THREAD;
  1156. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1157. IDirect3DDevice9* d3d9Device;
  1158. d3d9Device = activeDevice->getD3D9Device();
  1159. if (d3d9Device == nullptr)
  1160. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1161. return d3d9Device;
  1162. }
  1163. D3D9ResourceManager* D3D9RenderAPI::getResourceManager()
  1164. {
  1165. // No need to check if we're on core thread as this is synced up internally
  1166. return msD3D9RenderSystem->mResourceManager;
  1167. }
  1168. D3D9DeviceManager* D3D9RenderAPI::getDeviceManager()
  1169. {
  1170. THROW_IF_NOT_CORE_THREAD;
  1171. return msD3D9RenderSystem->mDeviceManager;
  1172. }
  1173. /************************************************************************/
  1174. /* UTILITY METHODS */
  1175. /************************************************************************/
  1176. float D3D9RenderAPI::getHorizontalTexelOffset()
  1177. {
  1178. // D3D considers the origin to be in the center of a pixel
  1179. return -0.5f;
  1180. }
  1181. float D3D9RenderAPI::getVerticalTexelOffset()
  1182. {
  1183. // D3D considers the origin to be in the center of a pixel
  1184. return -0.5f;
  1185. }
  1186. float D3D9RenderAPI::getMinimumDepthInputValue()
  1187. {
  1188. // Range [0.0f, 1.0f]
  1189. return 0.0f;
  1190. }
  1191. float D3D9RenderAPI::getMaximumDepthInputValue()
  1192. {
  1193. // Range [0.0f, 1.0f]
  1194. return 1.0f;
  1195. }
  1196. VertexElementType D3D9RenderAPI::getColorVertexElementType() const
  1197. {
  1198. return VET_COLOR_ARGB;
  1199. }
  1200. void D3D9RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1201. {
  1202. dest = matrix;
  1203. // Convert depth range from [-1,+1] to [0,1]
  1204. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1205. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1206. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1207. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1208. }
  1209. /************************************************************************/
  1210. /* PRIVATE */
  1211. /************************************************************************/
  1212. D3D9DriverList* D3D9RenderAPI::getDirect3DDrivers() const
  1213. {
  1214. if( !mDriverList )
  1215. mDriverList = bs_new<D3D9DriverList>();
  1216. return mDriverList;
  1217. }
  1218. D3DPRIMITIVETYPE D3D9RenderAPI::getD3D9PrimitiveType() const
  1219. {
  1220. switch(mCurrentDrawOperation)
  1221. {
  1222. case DOT_POINT_LIST:
  1223. return D3DPT_POINTLIST;
  1224. case DOT_LINE_LIST:
  1225. return D3DPT_LINELIST;
  1226. case DOT_LINE_STRIP:
  1227. return D3DPT_LINESTRIP;
  1228. case DOT_TRIANGLE_LIST:
  1229. return D3DPT_TRIANGLELIST;
  1230. case DOT_TRIANGLE_STRIP:
  1231. return D3DPT_TRIANGLESTRIP;
  1232. case DOT_TRIANGLE_FAN:
  1233. return D3DPT_TRIANGLEFAN;
  1234. }
  1235. return D3DPT_TRIANGLELIST;
  1236. }
  1237. RenderAPICapabilities* D3D9RenderAPI::updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow)
  1238. {
  1239. RenderAPICapabilities* rsc = mCurrentCapabilities;
  1240. if (rsc == nullptr)
  1241. rsc = bs_new<RenderAPICapabilities>();
  1242. rsc->setDriverVersion(mDriverVersion);
  1243. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1244. rsc->setRenderSystemName(getName());
  1245. // Init caps to maximum.
  1246. rsc->setCapability(RSC_ANISOTROPY);
  1247. rsc->setCapability(RSC_AUTOMIPMAP);
  1248. rsc->setCapability(RSC_CUBEMAPPING);
  1249. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1250. rsc->setCapability(RSC_STENCIL_WRAP);
  1251. rsc->setCapability(RSC_HWOCCLUSION);
  1252. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1253. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1254. rsc->setCapability(RSC_TEXTURE_3D);
  1255. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1256. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1257. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1258. rsc->setCapability(RSC_POINT_SPRITES);
  1259. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1260. rsc->setMaxPointSize(10.0);
  1261. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1262. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1263. rsc->setStencilBufferBitDepth(8);
  1264. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1265. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1266. {
  1267. D3D9Device* device = mDeviceManager->getDevice(i);
  1268. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1269. IDirect3DSurface9* pSurf;
  1270. // Check for hardware stencil support
  1271. d3d9Device->GetDepthStencilSurface(&pSurf);
  1272. if (pSurf != nullptr)
  1273. {
  1274. D3DSURFACE_DESC surfDesc;
  1275. pSurf->GetDesc(&surfDesc);
  1276. pSurf->Release();
  1277. }
  1278. // Check for hardware occlusion support
  1279. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1280. if (FAILED(hr))
  1281. rsc->unsetCapability(RSC_HWOCCLUSION);
  1282. }
  1283. // Update RS caps using the minimum value found in adapter list.
  1284. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1285. {
  1286. D3D9Driver* pCurDriver = mDriverList->item(i);
  1287. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1288. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1289. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1290. // Check for Anisotropy.
  1291. if (rkCurCaps.MaxAnisotropy <= 1)
  1292. rsc->unsetCapability(RSC_ANISOTROPY);
  1293. // Check automatic mipmap generation.
  1294. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1295. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1296. // Two-sided stencil
  1297. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1298. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1299. // stencil wrap
  1300. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1301. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1302. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1303. // User clip planes
  1304. if (rkCurCaps.MaxUserClipPlanes == 0)
  1305. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1306. // UBYTE4 type?
  1307. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1308. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1309. // Check cube map support.
  1310. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1311. rsc->unsetCapability(RSC_CUBEMAPPING);
  1312. // 3D textures?
  1313. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1314. rsc->unsetCapability(RSC_TEXTURE_3D);
  1315. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1316. {
  1317. // Conditional support for non POW2
  1318. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1319. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1320. }
  1321. // Number of render targets
  1322. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1323. {
  1324. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1325. }
  1326. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1327. {
  1328. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1329. }
  1330. // Point sprites
  1331. if (rkCurCaps.MaxPointSize <= 1.0f)
  1332. {
  1333. rsc->unsetCapability(RSC_POINT_SPRITES);
  1334. // sprites and extended parameters go together in D3D
  1335. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1336. }
  1337. // Take the minimum point size.
  1338. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1339. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1340. // Mipmap LOD biasing?
  1341. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1342. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1343. // Do we support per-stage src_manual constants?
  1344. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1345. // TODO: move this to RSC
  1346. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1347. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1348. // Advanced blend operations? min max subtract rev
  1349. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1350. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1351. }
  1352. // We always support compression, D3DX will decompress if device does not support
  1353. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1354. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1355. updateVertexShaderCaps(rsc);
  1356. updatePixelShaderCaps(rsc);
  1357. // Adapter details
  1358. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1359. // determine vendor
  1360. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1361. switch(adapterID.VendorId)
  1362. {
  1363. case 0x10DE:
  1364. rsc->setVendor(GPU_NVIDIA);
  1365. break;
  1366. case 0x1002:
  1367. rsc->setVendor(GPU_AMD);
  1368. break;
  1369. case 0x163C:
  1370. case 0x8086:
  1371. rsc->setVendor(GPU_INTEL);
  1372. break;
  1373. default:
  1374. rsc->setVendor(GPU_UNKNOWN);
  1375. break;
  1376. };
  1377. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1378. // We always support rendertextures bigger than the frame buffer
  1379. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1380. // Determine if any floating point texture format is supported
  1381. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1382. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1383. D3DFMT_A32B32G32R32F};
  1384. IDirect3DSurface9* bbSurf;
  1385. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1386. D3DSURFACE_DESC bbSurfDesc;
  1387. bbSurf->GetDesc(&bbSurfDesc);
  1388. for (int i = 0; i < 6; ++i)
  1389. {
  1390. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1391. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1392. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1393. {
  1394. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1395. break;
  1396. }
  1397. }
  1398. // Vertex textures
  1399. if (rsc->isShaderProfileSupported("vs_3_0"))
  1400. {
  1401. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1402. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1403. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1404. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1405. }
  1406. else
  1407. {
  1408. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1409. }
  1410. // Check alpha to coverage support
  1411. // this varies per vendor! But at least SM3 is required
  1412. if (rsc->isShaderProfileSupported("ps_3_0"))
  1413. {
  1414. // NVIDIA needs a separate check
  1415. if (rsc->getVendor() == GPU_NVIDIA)
  1416. {
  1417. if (mpD3D->CheckDeviceFormat(
  1418. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1419. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1420. {
  1421. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1422. }
  1423. }
  1424. else if (rsc->getVendor() == GPU_AMD)
  1425. {
  1426. // There is no check on ATI, we have to assume SM3 == support
  1427. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1428. }
  1429. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1430. }
  1431. if (mCurrentCapabilities == nullptr)
  1432. {
  1433. mCurrentCapabilities = rsc;
  1434. mCurrentCapabilities->addShaderProfile("hlsl");
  1435. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1436. GpuProgramCoreManager::instance().addFactory(mHLSLProgramFactory);
  1437. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1438. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1439. // set stages desc. to defaults
  1440. for (UINT32 n = 0; n < mNumTexStages; n++)
  1441. {
  1442. mTexStageDesc[n].coordIndex = 0;
  1443. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1444. mTexStageDesc[n].pTex = 0;
  1445. mTexStageDesc[n].pVertexTex = 0;
  1446. }
  1447. }
  1448. return rsc;
  1449. }
  1450. void D3D9RenderAPI::updateVertexShaderCaps(RenderAPICapabilities* rsc) const
  1451. {
  1452. UINT16 major = 0xFF;
  1453. UINT16 minor = 0xFF;
  1454. D3DCAPS9 minVSCaps;
  1455. // Find the device with the lowest vertex shader caps.
  1456. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1457. {
  1458. D3D9Driver* pCurDriver = mDriverList->item(i);
  1459. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1460. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1461. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1462. if (currMajor < major)
  1463. {
  1464. major = currMajor;
  1465. minor = currMinor;
  1466. minVSCaps = rkCurCaps;
  1467. }
  1468. else if (currMajor == major && currMinor < minor)
  1469. {
  1470. minor = currMinor;
  1471. minVSCaps = rkCurCaps;
  1472. }
  1473. }
  1474. // In case we didn't found any vertex shader support
  1475. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1476. // software vertex processing is reported there
  1477. if (major == 0 && minor == 0)
  1478. {
  1479. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1480. D3DCAPS9 d3dDeviceCaps9;
  1481. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1482. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1483. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1484. }
  1485. bool vs2x = false;
  1486. bool vs2a = false;
  1487. // Special case detection for vs_2_x/a support
  1488. if (major >= 2)
  1489. {
  1490. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1491. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1492. (minVSCaps.VS20Caps.NumTemps >= 12))
  1493. {
  1494. vs2x = true;
  1495. }
  1496. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1497. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1498. (minVSCaps.VS20Caps.NumTemps >= 13))
  1499. {
  1500. vs2a = true;
  1501. }
  1502. }
  1503. // Populate max param count
  1504. switch (major)
  1505. {
  1506. case 1:
  1507. // No boolean params allowed
  1508. rsc->setVertexProgramConstantBoolCount(0);
  1509. // No integer params allowed
  1510. rsc->setVertexProgramConstantIntCount(0);
  1511. // float params, always 4D
  1512. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1513. break;
  1514. case 2:
  1515. // 16 boolean params allowed
  1516. rsc->setVertexProgramConstantBoolCount(16);
  1517. // 16 integer params allowed, 4D
  1518. rsc->setVertexProgramConstantIntCount(16);
  1519. // float params, always 4D
  1520. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1521. break;
  1522. case 3:
  1523. // 16 boolean params allowed
  1524. rsc->setVertexProgramConstantBoolCount(16);
  1525. // 16 integer params allowed, 4D
  1526. rsc->setVertexProgramConstantIntCount(16);
  1527. // float params, always 4D
  1528. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1529. break;
  1530. }
  1531. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1532. switch(major)
  1533. {
  1534. case 3:
  1535. rsc->addShaderProfile("vs_3_0");
  1536. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1537. case 2:
  1538. if (vs2x)
  1539. {
  1540. rsc->addShaderProfile("vs_2_x");
  1541. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1542. }
  1543. if (vs2a)
  1544. {
  1545. rsc->addShaderProfile("vs_2_a");
  1546. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1547. }
  1548. rsc->addShaderProfile("vs_2_0");
  1549. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1550. case 1:
  1551. rsc->addShaderProfile("vs_1_1");
  1552. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1553. }
  1554. }
  1555. void D3D9RenderAPI::updatePixelShaderCaps(RenderAPICapabilities* rsc) const
  1556. {
  1557. UINT16 major = 0xFF;
  1558. UINT16 minor = 0xFF;
  1559. D3DCAPS9 minPSCaps;
  1560. // Find the device with the lowest pixel shader caps.
  1561. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1562. {
  1563. D3D9Driver* pCurDriver = mDriverList->item(i);
  1564. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1565. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1566. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1567. if (currMajor < major)
  1568. {
  1569. major = currMajor;
  1570. minor = currMinor;
  1571. minPSCaps = currCaps;
  1572. }
  1573. else if (currMajor == major && currMinor < minor)
  1574. {
  1575. minor = currMinor;
  1576. minPSCaps = currCaps;
  1577. }
  1578. }
  1579. bool ps2a = false;
  1580. bool ps2b = false;
  1581. bool ps2x = false;
  1582. // Special case detection for ps_2_x/a/b support
  1583. if (major >= 2)
  1584. {
  1585. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1586. (minPSCaps.PS20Caps.NumTemps >= 32))
  1587. {
  1588. ps2b = true;
  1589. }
  1590. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1591. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1592. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1593. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1594. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1595. (minPSCaps.PS20Caps.NumTemps >= 22))
  1596. {
  1597. ps2a = true;
  1598. }
  1599. // Does this enough?
  1600. if (ps2a || ps2b)
  1601. {
  1602. ps2x = true;
  1603. }
  1604. }
  1605. switch (major)
  1606. {
  1607. case 1:
  1608. // no boolean params allowed
  1609. rsc->setFragmentProgramConstantBoolCount(0);
  1610. // no integer params allowed
  1611. rsc->setFragmentProgramConstantIntCount(0);
  1612. // float params, always 4D
  1613. rsc->setFragmentProgramConstantFloatCount(8);
  1614. break;
  1615. case 2:
  1616. // 16 boolean params allowed
  1617. rsc->setFragmentProgramConstantBoolCount(16);
  1618. // 16 integer params allowed, 4D
  1619. rsc->setFragmentProgramConstantIntCount(16);
  1620. // float params, always 4D
  1621. rsc->setFragmentProgramConstantFloatCount(32);
  1622. break;
  1623. case 3:
  1624. // 16 boolean params allowed
  1625. rsc->setFragmentProgramConstantBoolCount(16);
  1626. // 16 integer params allowed, 4D
  1627. rsc->setFragmentProgramConstantIntCount(16);
  1628. // float params, always 4D
  1629. rsc->setFragmentProgramConstantFloatCount(224);
  1630. break;
  1631. }
  1632. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1633. switch(major)
  1634. {
  1635. case 3:
  1636. if (minor > 0)
  1637. {
  1638. rsc->addShaderProfile("ps_3_x");
  1639. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1640. }
  1641. rsc->addShaderProfile("ps_3_0");
  1642. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1643. case 2:
  1644. if (ps2x)
  1645. {
  1646. rsc->addShaderProfile("ps_2_x");
  1647. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1648. }
  1649. if (ps2a)
  1650. {
  1651. rsc->addShaderProfile("ps_2_a");
  1652. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1653. }
  1654. if (ps2b)
  1655. {
  1656. rsc->addShaderProfile("ps_2_b");
  1657. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1658. }
  1659. rsc->addShaderProfile("ps_2_0");
  1660. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1661. case 1:
  1662. if (major > 1 || minor >= 4)
  1663. {
  1664. rsc->addShaderProfile("ps_1_4");
  1665. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1666. }
  1667. if (major > 1 || minor >= 3)
  1668. {
  1669. rsc->addShaderProfile("ps_1_3");
  1670. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1671. }
  1672. if (major > 1 || minor >= 2)
  1673. {
  1674. rsc->addShaderProfile("ps_1_2");
  1675. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1676. }
  1677. rsc->addShaderProfile("ps_1_1");
  1678. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1679. }
  1680. }
  1681. String D3D9RenderAPI::getErrorDescription(long errorNumber) const
  1682. {
  1683. const String errMsg = DXGetErrorDescription(errorNumber);
  1684. return errMsg;
  1685. }
  1686. void D3D9RenderAPI::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1687. {
  1688. float plane[4] = { A, B, C, D };
  1689. getActiveD3D9Device()->SetClipPlane (index, plane);
  1690. }
  1691. void D3D9RenderAPI::enableClipPlane (UINT16 index, bool enable)
  1692. {
  1693. DWORD prev;
  1694. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1695. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1696. (prev | (1 << index)) : (prev & ~(1 << index)));
  1697. }
  1698. void D3D9RenderAPI::notifyOnDeviceLost(D3D9Device* device)
  1699. {
  1700. if (mIsFrameInProgress)
  1701. {
  1702. endFrame();
  1703. mRestoreFrameOnReset = true;
  1704. }
  1705. }
  1706. void D3D9RenderAPI::notifyOnDeviceReset(D3D9Device* device)
  1707. {
  1708. // Reset state attributes.
  1709. mVertexProgramBound = false;
  1710. mFragmentProgramBound = false;
  1711. if (mRestoreFrameOnReset)
  1712. {
  1713. beginFrame();
  1714. mRestoreFrameOnReset = false;
  1715. }
  1716. }
  1717. void D3D9RenderAPI::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1718. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1719. {
  1720. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1721. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1722. CSAAMode csaaMode = CSAA_Normal;
  1723. D3D9DriverList* driverList = getDirect3DDrivers();
  1724. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1725. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1726. for (UINT32 i = 0; i < driverList->count(); ++i)
  1727. {
  1728. D3D9Driver* currDriver = driverList->item(i);
  1729. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1730. {
  1731. deviceDriver = currDriver;
  1732. break;
  1733. }
  1734. }
  1735. UINT32 origNumSamples = multisampleCount;
  1736. bool foundValid = false;
  1737. while (!foundValid)
  1738. {
  1739. // Deal with special cases
  1740. if (tryCSAA)
  1741. {
  1742. switch(multisampleCount)
  1743. {
  1744. case 8:
  1745. if (csaaMode == CSAA_Quality)
  1746. {
  1747. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1748. *outMultisampleQuality = 0;
  1749. }
  1750. else
  1751. {
  1752. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1753. *outMultisampleQuality = 2;
  1754. }
  1755. break;
  1756. case 16:
  1757. if (csaaMode == CSAA_Quality)
  1758. {
  1759. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1760. *outMultisampleQuality = 2;
  1761. }
  1762. else
  1763. {
  1764. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1765. *outMultisampleQuality = 4;
  1766. }
  1767. break;
  1768. }
  1769. }
  1770. else // !CSAA
  1771. {
  1772. *outMultisampleType = D3DMULTISAMPLE_NONE;
  1773. *outMultisampleQuality = 0;
  1774. }
  1775. HRESULT hr;
  1776. DWORD outQuality;
  1777. hr = mpD3D->CheckDeviceMultiSampleType(
  1778. deviceDriver->getAdapterNumber(),
  1779. D3DDEVTYPE_HAL,
  1780. d3dPixelFormat,
  1781. !fullScreen,
  1782. *outMultisampleType,
  1783. &outQuality);
  1784. if (SUCCEEDED(hr) &&
  1785. (!tryCSAA || outQuality > *outMultisampleQuality))
  1786. {
  1787. foundValid = true;
  1788. }
  1789. else
  1790. {
  1791. // Downgrade
  1792. if (tryCSAA && multisampleCount == 8)
  1793. {
  1794. // For CSAA, we'll try downgrading with quality mode at all samples.
  1795. // then try without quality, then drop CSAA
  1796. if (csaaMode == CSAA_Quality)
  1797. {
  1798. // Drop quality first
  1799. csaaMode = CSAA_Normal;
  1800. }
  1801. else
  1802. {
  1803. // Drop CSAA entirely
  1804. tryCSAA = false;
  1805. }
  1806. // Return to original requested samples
  1807. multisampleCount = origNumSamples;
  1808. }
  1809. else
  1810. {
  1811. // Drop samples
  1812. multisampleCount--;
  1813. if (multisampleCount == 1)
  1814. {
  1815. // Ran out of options, no multisampling
  1816. multisampleCount = 0;
  1817. foundValid = true;
  1818. }
  1819. }
  1820. }
  1821. }
  1822. }
  1823. void D3D9RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  1824. {
  1825. size_t i;
  1826. size_t numClipPlanes;
  1827. D3DXPLANE dx9ClipPlane;
  1828. DWORD mask = 0;
  1829. HRESULT hr;
  1830. numClipPlanes = clipPlanes.size();
  1831. for (i = 0; i < numClipPlanes; ++i)
  1832. {
  1833. const Plane& plane = clipPlanes[i];
  1834. dx9ClipPlane.a = plane.normal.x;
  1835. dx9ClipPlane.b = plane.normal.y;
  1836. dx9ClipPlane.c = plane.normal.z;
  1837. dx9ClipPlane.d = plane.d;
  1838. // TODO Low priority - Transform planes to clip space?
  1839. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1840. if (FAILED(hr))
  1841. {
  1842. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1843. }
  1844. mask |= (1 << i);
  1845. }
  1846. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1847. if (FAILED(hr))
  1848. {
  1849. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1850. }
  1851. }
  1852. HRESULT D3D9RenderAPI::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1853. {
  1854. return getActiveD3D9Device()->SetRenderState(state, value);
  1855. }
  1856. HRESULT D3D9RenderAPI::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1857. {
  1858. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1859. }
  1860. HRESULT D3D9RenderAPI::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1861. {
  1862. if (stage < 8)
  1863. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1864. else
  1865. return D3D_OK;
  1866. }
  1867. DWORD D3D9RenderAPI::getCurrentAnisotropy(UINT32 unit)
  1868. {
  1869. DWORD oldVal;
  1870. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1871. return oldVal;
  1872. }
  1873. void D3D9RenderAPI::applyViewport()
  1874. {
  1875. if (mActiveRenderTarget == nullptr)
  1876. return;
  1877. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1878. D3DVIEWPORT9 d3dvp;
  1879. HRESULT hr;
  1880. setCullingMode(mCullingMode);
  1881. // Set viewport dimensions
  1882. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1883. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1884. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1885. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1886. d3dvp.X = mViewportLeft;
  1887. d3dvp.Y = mViewportTop;
  1888. d3dvp.Width = mViewportWidth;
  1889. d3dvp.Height = mViewportHeight;
  1890. if (rtProps.requiresTextureFlipping())
  1891. {
  1892. // Convert "top-left" to "bottom-left"
  1893. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  1894. }
  1895. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  1896. d3dvp.MinZ = 0.0f;
  1897. d3dvp.MaxZ = 1.0f;
  1898. if (FAILED(hr = getActiveD3D9Device()->SetViewport(&d3dvp)))
  1899. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  1900. }
  1901. }