BsD3D9Device.cpp 36 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D9Device.h"
  5. #include "BsD3D9DeviceManager.h"
  6. #include "BsD3D9Driver.h"
  7. #include "BsD3D9RenderSystem.h"
  8. #include "BsD3D9ResourceManager.h"
  9. #include "BsD3D9RenderWindow.h"
  10. #include "BsHardwareBufferManager.h"
  11. #include "BsException.h"
  12. namespace BansheeEngine
  13. {
  14. HWND D3D9Device::msSharedFocusWindow = 0;
  15. D3D9Device::D3D9Device(D3D9DeviceManager* deviceManager, UINT adapterNumber, HMONITOR hMonitor,
  16. D3DDEVTYPE devType, DWORD behaviorFlags)
  17. {
  18. mpDeviceManager = deviceManager;
  19. mpDevice = nullptr;
  20. mAdapterNumber = adapterNumber;
  21. mMonitor = hMonitor;
  22. mDeviceType = devType;
  23. mFocusWindow = 0;
  24. mBehaviorFlags = behaviorFlags;
  25. mD3D9DeviceCapsValid = false;
  26. mDeviceLost = false;
  27. mPresentationParamsCount = 0;
  28. mPresentationParams = nullptr;
  29. memset(&mD3D9DeviceCaps, 0, sizeof(mD3D9DeviceCaps));
  30. memset(&mCreationParams, 0, sizeof(mCreationParams));
  31. }
  32. D3D9Device::~D3D9Device()
  33. {
  34. }
  35. D3D9Device::RenderWindowToResorucesIterator D3D9Device::getRenderWindowIterator(const D3D9RenderWindow* renderWindow)
  36. {
  37. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  38. if (it == mMapRenderWindowToResoruces.end())
  39. BS_EXCEPT(RenderingAPIException, "Render window was not attached to this device.");
  40. return it;
  41. }
  42. void D3D9Device::attachRenderWindow(const D3D9RenderWindow* renderWindow)
  43. {
  44. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  45. if (it == mMapRenderWindowToResoruces.end())
  46. {
  47. RenderWindowResources* renderWindowResources = bs_new<RenderWindowResources>();
  48. memset(renderWindowResources, 0, sizeof(RenderWindowResources));
  49. renderWindowResources->adapterOrdinalInGroupIndex = 0;
  50. renderWindowResources->acquired = false;
  51. mMapRenderWindowToResoruces[renderWindow] = renderWindowResources;
  52. }
  53. updateRenderWindowsIndices();
  54. }
  55. void D3D9Device::detachRenderWindow(const D3D9RenderWindow* renderWindow)
  56. {
  57. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.find(renderWindow);
  58. if (it != mMapRenderWindowToResoruces.end())
  59. {
  60. // The focus window in which the d3d9 device created on is detached.
  61. // resources must be acquired again.
  62. if (mFocusWindow == renderWindow->_getWindowHandle())
  63. {
  64. mFocusWindow = 0;
  65. }
  66. // Case this is the shared focus window.
  67. if (renderWindow->_getWindowHandle() == msSharedFocusWindow)
  68. setSharedWindowHandle(0);
  69. RenderWindowResources* renderWindowResources = it->second;
  70. releaseRenderWindowResources(renderWindowResources);
  71. if(renderWindowResources != nullptr)
  72. bs_delete(renderWindowResources);
  73. mMapRenderWindowToResoruces.erase(it);
  74. }
  75. updateRenderWindowsIndices();
  76. }
  77. bool D3D9Device::acquire()
  78. {
  79. updatePresentationParameters();
  80. bool resetDevice = false;
  81. // Create device if need to.
  82. if (mpDevice == nullptr)
  83. {
  84. createD3D9Device();
  85. }
  86. else
  87. {
  88. RenderWindowToResorucesIterator itPrimary = getRenderWindowIterator(getPrimaryWindow());
  89. if (itPrimary->second->swapChain != nullptr)
  90. {
  91. D3DPRESENT_PARAMETERS currentPresentParams;
  92. HRESULT hr;
  93. hr = itPrimary->second->swapChain->GetPresentParameters(&currentPresentParams);
  94. if (FAILED(hr))
  95. {
  96. BS_EXCEPT(RenderingAPIException, "GetPresentParameters failed");
  97. }
  98. // Desired parameters are different then current parameters.
  99. // Possible scenario is that primary window resized and in the mean while another
  100. // window attached to this device.
  101. if (memcmp(&currentPresentParams, &mPresentationParams[0], sizeof(D3DPRESENT_PARAMETERS)) != 0)
  102. {
  103. resetDevice = true;
  104. }
  105. }
  106. // Make sure depth stencil is set to valid surface. It is going to be
  107. // grabbed by the primary window using the GetDepthStencilSurface method.
  108. if (resetDevice == false)
  109. {
  110. mpDevice->SetDepthStencilSurface(itPrimary->second->depthBuffer);
  111. }
  112. }
  113. // Reset device will update all render window resources.
  114. if (resetDevice)
  115. {
  116. reset();
  117. }
  118. else // No need to reset -> just acquire resources.
  119. {
  120. // Update resources of each window.
  121. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  122. while (it != mMapRenderWindowToResoruces.end())
  123. {
  124. acquireRenderWindowResources(it);
  125. ++it;
  126. }
  127. }
  128. return true;
  129. }
  130. void D3D9Device::release()
  131. {
  132. if (mpDevice != nullptr)
  133. {
  134. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  135. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  136. while (it != mMapRenderWindowToResoruces.end())
  137. {
  138. RenderWindowResources* renderWindowResources = it->second;
  139. releaseRenderWindowResources(renderWindowResources);
  140. ++it;
  141. }
  142. releaseD3D9Device();
  143. }
  144. }
  145. bool D3D9Device::acquire(const D3D9RenderWindow* renderWindow)
  146. {
  147. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  148. acquireRenderWindowResources(it);
  149. return true;
  150. }
  151. void D3D9Device::notifyDeviceLost()
  152. {
  153. // Case this device is already in lost state.
  154. if (mDeviceLost)
  155. return;
  156. // Case we just moved from valid state to lost state.
  157. mDeviceLost = true;
  158. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  159. renderSystem->notifyOnDeviceLost(this);
  160. }
  161. IDirect3DSurface9* D3D9Device::getDepthBuffer(const D3D9RenderWindow* renderWindow)
  162. {
  163. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  164. return it->second->depthBuffer;
  165. }
  166. IDirect3DSurface9* D3D9Device::getBackBuffer(const D3D9RenderWindow* renderWindow)
  167. {
  168. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  169. return it->second->backBuffer;
  170. }
  171. void D3D9Device::setAdapterOrdinalIndex(const D3D9RenderWindow* renderWindow, UINT32 adapterOrdinalInGroupIndex)
  172. {
  173. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  174. it->second->adapterOrdinalInGroupIndex = adapterOrdinalInGroupIndex;
  175. updateRenderWindowsIndices();
  176. }
  177. void D3D9Device::destroy()
  178. {
  179. // Lock access to rendering device.
  180. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  181. release();
  182. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  183. if (it != mMapRenderWindowToResoruces.end())
  184. {
  185. if (it->first->_getWindowHandle() == msSharedFocusWindow)
  186. setSharedWindowHandle(0);
  187. if(it->second != nullptr)
  188. bs_delete(it->second);
  189. ++it;
  190. }
  191. mMapRenderWindowToResoruces.clear();
  192. // Reset dynamic attributes.
  193. mFocusWindow = 0;
  194. mD3D9DeviceCapsValid = false;
  195. if(mPresentationParams != nullptr)
  196. bs_deleteN(mPresentationParams, mPresentationParamsCount);
  197. mPresentationParamsCount = 0;
  198. // Notify the device manager on this instance destruction.
  199. mpDeviceManager->notifyOnDeviceDestroy(this);
  200. // UnLock access to rendering device.
  201. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  202. }
  203. bool D3D9Device::isDeviceLost()
  204. {
  205. HRESULT hr;
  206. hr = mpDevice->TestCooperativeLevel();
  207. if (hr == D3DERR_DEVICELOST ||
  208. hr == D3DERR_DEVICENOTRESET)
  209. {
  210. return true;
  211. }
  212. return false;
  213. }
  214. bool D3D9Device::reset()
  215. {
  216. HRESULT hr;
  217. // Check that device is in valid state for reset.
  218. hr = mpDevice->TestCooperativeLevel();
  219. if (hr == D3DERR_DEVICELOST ||
  220. hr == D3DERR_DRIVERINTERNALERROR)
  221. {
  222. return false;
  223. }
  224. // Lock access to rendering device.
  225. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  226. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  227. // Inform all resources that device lost.
  228. D3D9RenderSystem::getResourceManager()->notifyOnDeviceLost(mpDevice);
  229. // Notify all listener before device is rested
  230. renderSystem->notifyOnDeviceLost(this);
  231. updatePresentationParameters();
  232. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  233. while (it != mMapRenderWindowToResoruces.end())
  234. {
  235. RenderWindowResources* renderWindowResources = it->second;
  236. releaseRenderWindowResources(renderWindowResources);
  237. ++it;
  238. }
  239. clearDeviceStreams();
  240. // Reset the device using the presentation parameters.
  241. hr = mpDevice->Reset(mPresentationParams);
  242. if (hr == D3DERR_DEVICELOST)
  243. {
  244. // UnLock access to rendering device.
  245. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  246. // Don't continue
  247. return false;
  248. }
  249. else if (FAILED(hr))
  250. {
  251. BS_EXCEPT(RenderingAPIException, "Cannot reset device!");
  252. }
  253. mDeviceLost = false;
  254. // Update resources of each window.
  255. it = mMapRenderWindowToResoruces.begin();
  256. while (it != mMapRenderWindowToResoruces.end())
  257. {
  258. acquireRenderWindowResources(it);
  259. ++it;
  260. }
  261. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  262. mpDeviceManager->setActiveDevice(this);
  263. // Inform all resources that device has been reset.
  264. D3D9RenderSystem::getResourceManager()->notifyOnDeviceReset(mpDevice);
  265. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  266. renderSystem->notifyOnDeviceReset(this);
  267. // UnLock access to rendering device.
  268. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  269. return true;
  270. }
  271. bool D3D9Device::isAutoDepthStencil() const
  272. {
  273. const D3DPRESENT_PARAMETERS& primaryPresentationParams = mPresentationParams[0];
  274. // Check if auto depth stencil can be used.
  275. for (unsigned int i = 1; i < mPresentationParamsCount; i++)
  276. {
  277. // disable AutoDepthStencil if these parameters are not all the same.
  278. if(primaryPresentationParams.BackBufferHeight != mPresentationParams[i].BackBufferHeight ||
  279. primaryPresentationParams.BackBufferWidth != mPresentationParams[i].BackBufferWidth ||
  280. primaryPresentationParams.BackBufferFormat != mPresentationParams[i].BackBufferFormat ||
  281. primaryPresentationParams.AutoDepthStencilFormat != mPresentationParams[i].AutoDepthStencilFormat ||
  282. primaryPresentationParams.MultiSampleQuality != mPresentationParams[i].MultiSampleQuality ||
  283. primaryPresentationParams.MultiSampleType != mPresentationParams[i].MultiSampleType)
  284. {
  285. return false;
  286. }
  287. }
  288. return true;
  289. }
  290. const D3DCAPS9& D3D9Device::getD3D9DeviceCaps() const
  291. {
  292. if (mD3D9DeviceCapsValid == false)
  293. {
  294. BS_EXCEPT(RenderingAPIException, "Device caps are invalid!");
  295. }
  296. return mD3D9DeviceCaps;
  297. }
  298. D3DFORMAT D3D9Device::getBackBufferFormat() const
  299. {
  300. if (mPresentationParams == NULL || mPresentationParamsCount == 0)
  301. {
  302. BS_EXCEPT(RenderingAPIException, "Presentation parameters are invalid!");
  303. }
  304. return mPresentationParams[0].BackBufferFormat;
  305. }
  306. D3DFORMAT D3D9Device::getDepthStencilFormat() const
  307. {
  308. if (mPresentationParams == NULL || mPresentationParamsCount == 0)
  309. {
  310. BS_EXCEPT(RenderingAPIException, "Presentation parameters are invalid!");
  311. }
  312. return mPresentationParams[0].AutoDepthStencilFormat;
  313. }
  314. IDirect3DDevice9* D3D9Device::getD3D9Device() const
  315. {
  316. return mpDevice;
  317. }
  318. void D3D9Device::updatePresentationParameters()
  319. {
  320. // Clear old presentation parameters.
  321. if(mPresentationParams != nullptr)
  322. bs_deleteN(mPresentationParams, mPresentationParamsCount);
  323. mPresentationParamsCount = 0;
  324. if (mMapRenderWindowToResoruces.size() > 0)
  325. {
  326. mPresentationParams = bs_newN<D3DPRESENT_PARAMETERS>((UINT32)mMapRenderWindowToResoruces.size());
  327. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  328. while (it != mMapRenderWindowToResoruces.end())
  329. {
  330. const D3D9RenderWindow* renderWindow = it->first;
  331. RenderWindowResources* renderWindowResources = it->second;
  332. // Ask the render window to build it's own parameters.
  333. renderWindow->_buildPresentParameters(&renderWindowResources->presentParameters);
  334. // Update shared focus window handle.
  335. if (renderWindow->isFullScreen() && renderWindowResources->presentParametersIndex == 0 && msSharedFocusWindow == NULL)
  336. setSharedWindowHandle(renderWindow->_getWindowHandle());
  337. // This is the primary window or a full screen window that is part of multi head device.
  338. if (renderWindowResources->presentParametersIndex == 0 || 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. for (auto& resourceData : mMapRenderWindowToResoruces)
  366. {
  367. RenderWindowResources* renderWindowResources = resourceData.second;
  368. if (renderWindowResources->adapterOrdinalInGroupIndex > 0 && resourceData.first->isFullScreen())
  369. return true;
  370. }
  371. return false;
  372. }
  373. void D3D9Device::clearDeviceStreams()
  374. {
  375. D3D9RenderSystem* renderSystem = static_cast<D3D9RenderSystem*>(BansheeEngine::RenderSystem::instancePtr());
  376. // Set all texture units to nothing to release texture surfaces
  377. for (DWORD stage = 0; stage < mD3D9DeviceCaps.MaxSimultaneousTextures; ++stage)
  378. {
  379. DWORD dwCurValue = D3DTOP_FORCE_DWORD;
  380. HRESULT hr;
  381. hr = mpDevice->SetTexture(stage, nullptr);
  382. if( hr != S_OK )
  383. {
  384. String str = "Unable to disable texture '" + toString((unsigned int)stage) + "' in D3D9";
  385. BS_EXCEPT(RenderingAPIException, str);
  386. }
  387. mpDevice->GetTextureStageState(static_cast<DWORD>(stage), D3DTSS_COLOROP, &dwCurValue);
  388. if (dwCurValue != D3DTOP_DISABLE)
  389. {
  390. hr = mpDevice->SetTextureStageState(static_cast<DWORD>(stage), D3DTSS_COLOROP, D3DTOP_DISABLE);
  391. if( hr != S_OK )
  392. {
  393. String str = "Unable to disable texture '" + toString((unsigned)stage) + "' in D3D9";
  394. BS_EXCEPT(RenderingAPIException, str);
  395. }
  396. }
  397. // set stage desc. to defaults
  398. renderSystem->mTexStageDesc[stage].pTex = 0;
  399. renderSystem->mTexStageDesc[stage].coordIndex = 0;
  400. renderSystem->mTexStageDesc[stage].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  401. }
  402. // Unbind any vertex streams to avoid memory leaks
  403. for (unsigned int i = 0; i < mD3D9DeviceCaps.MaxStreams; ++i)
  404. {
  405. mpDevice->SetStreamSource(i, nullptr, 0, 0);
  406. }
  407. }
  408. void D3D9Device::createD3D9Device()
  409. {
  410. // Update focus window.
  411. const D3D9RenderWindow* primaryRenderWindow = getPrimaryWindow();
  412. // Case we have to share the same focus window.
  413. if (msSharedFocusWindow != NULL)
  414. mFocusWindow = msSharedFocusWindow;
  415. else
  416. mFocusWindow = primaryRenderWindow->_getWindowHandle();
  417. IDirect3D9* pD3D9 = D3D9RenderSystem::getDirect3D9();
  418. HRESULT hr;
  419. if (isMultihead())
  420. {
  421. mBehaviorFlags |= D3DCREATE_ADAPTERGROUP_DEVICE;
  422. }
  423. else
  424. {
  425. mBehaviorFlags &= ~D3DCREATE_ADAPTERGROUP_DEVICE;
  426. }
  427. // Try to create the device with hardware vertex processing.
  428. mBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
  429. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  430. mBehaviorFlags, mPresentationParams, &mpDevice);
  431. if (FAILED(hr))
  432. {
  433. // Try a second time, may fail the first time due to back buffer count,
  434. // which will be corrected down to 1 by the runtime
  435. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  436. mBehaviorFlags, mPresentationParams, &mpDevice);
  437. }
  438. // Case hardware vertex processing failed.
  439. if (FAILED(hr))
  440. {
  441. // Try to create the device with mixed vertex processing.
  442. mBehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
  443. mBehaviorFlags |= D3DCREATE_MIXED_VERTEXPROCESSING;
  444. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  445. mBehaviorFlags, mPresentationParams, &mpDevice);
  446. }
  447. if (FAILED(hr))
  448. {
  449. // Try to create the device with software vertex processing.
  450. mBehaviorFlags &= ~D3DCREATE_MIXED_VERTEXPROCESSING;
  451. mBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
  452. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  453. mBehaviorFlags, mPresentationParams, &mpDevice);
  454. }
  455. if (FAILED(hr))
  456. {
  457. // Try reference device
  458. mDeviceType = D3DDEVTYPE_REF;
  459. hr = pD3D9->CreateDevice(mAdapterNumber, mDeviceType, mFocusWindow,
  460. mBehaviorFlags, mPresentationParams, &mpDevice);
  461. if (FAILED(hr))
  462. {
  463. BS_EXCEPT(RenderingAPIException, "Cannot create device!");
  464. }
  465. }
  466. // Get current device caps.
  467. hr = mpDevice->GetDeviceCaps(&mD3D9DeviceCaps);
  468. if (FAILED(hr))
  469. {
  470. BS_EXCEPT(RenderingAPIException, "Cannot get device caps!");
  471. }
  472. // Get current creation parameters caps.
  473. hr = mpDevice->GetCreationParameters(&mCreationParams);
  474. if (FAILED(hr) )
  475. {
  476. BS_EXCEPT(RenderingAPIException, "Error Get Creation Parameters");
  477. }
  478. mD3D9DeviceCapsValid = true;
  479. // Lock access to rendering device.
  480. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  481. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  482. mpDeviceManager->setActiveDevice(this);
  483. // Inform all resources that new device created.
  484. D3D9RenderSystem::getResourceManager()->notifyOnDeviceCreate(mpDevice);
  485. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  486. // UnLock access to rendering device.
  487. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  488. }
  489. void D3D9Device::releaseD3D9Device()
  490. {
  491. if (mpDevice != nullptr)
  492. {
  493. // Lock access to rendering device.
  494. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  495. D3D9Device* pCurActiveDevice = mpDeviceManager->getActiveDevice();
  496. mpDeviceManager->setActiveDevice(this);
  497. // Inform all resources that device is going to be destroyed.
  498. D3D9RenderSystem::getResourceManager()->notifyOnDeviceDestroy(mpDevice);
  499. mpDeviceManager->setActiveDevice(pCurActiveDevice);
  500. // Release device.
  501. SAFE_RELEASE(mpDevice);
  502. // UnLock access to rendering device.
  503. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  504. }
  505. }
  506. void D3D9Device::releaseRenderWindowResources(RenderWindowResources* renderWindowResources)
  507. {
  508. SAFE_RELEASE(renderWindowResources->backBuffer);
  509. SAFE_RELEASE(renderWindowResources->depthBuffer);
  510. SAFE_RELEASE(renderWindowResources->swapChain);
  511. renderWindowResources->acquired = false;
  512. }
  513. void D3D9Device::invalidate(const D3D9RenderWindow* renderWindow)
  514. {
  515. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  516. it->second->acquired = false;
  517. }
  518. bool D3D9Device::validate(D3D9RenderWindow* renderWindow)
  519. {
  520. // Validate that the render window should run on this device.
  521. if (!validateDisplayMonitor(renderWindow))
  522. return false;
  523. // Validate that this device created on the correct target focus window handle
  524. validateFocusWindow();
  525. // Validate that the render window dimensions matches to back buffer dimensions.
  526. validateBackBufferSize(renderWindow);
  527. // Validate that this device is in valid rendering state.
  528. if (!validateDeviceState(renderWindow))
  529. return false;
  530. return true;
  531. }
  532. void D3D9Device::validateFocusWindow()
  533. {
  534. // Focus window changed -> device should be re-acquired.
  535. if ((msSharedFocusWindow != NULL && mCreationParams.hFocusWindow != msSharedFocusWindow) ||
  536. (msSharedFocusWindow == NULL && mCreationParams.hFocusWindow != getPrimaryWindow()->_getWindowHandle()))
  537. {
  538. // Lock access to rendering device.
  539. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  540. release();
  541. acquire();
  542. // UnLock access to rendering device.
  543. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  544. }
  545. }
  546. bool D3D9Device::validateDeviceState(const D3D9RenderWindow* renderWindow)
  547. {
  548. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  549. RenderWindowResources* renderWindowResources = it->second;
  550. HRESULT hr;
  551. hr = mpDevice->TestCooperativeLevel();
  552. // Case device is not valid for rendering.
  553. if (FAILED(hr))
  554. {
  555. // device lost, and we can't reset
  556. // can't do anything about it here, wait until we get
  557. // D3DERR_DEVICENOTRESET; rendering calls will silently fail until
  558. // then (except Present, but we ignore device lost there too)
  559. if (hr == D3DERR_DEVICELOST)
  560. {
  561. releaseRenderWindowResources(renderWindowResources);
  562. notifyDeviceLost();
  563. return false;
  564. }
  565. // device lost, and we can reset
  566. else if (hr == D3DERR_DEVICENOTRESET)
  567. {
  568. bool deviceRestored = reset();
  569. // Device was not restored yet.
  570. if (deviceRestored == false)
  571. {
  572. // Wait a while
  573. Sleep(50);
  574. return false;
  575. }
  576. }
  577. }
  578. // Render window resources explicitly invalidated. (Resize or window mode switch)
  579. if (renderWindowResources->acquired == false)
  580. {
  581. if (getPrimaryWindow() == renderWindow)
  582. {
  583. bool deviceRestored = reset();
  584. // Device was not restored yet.
  585. if (deviceRestored == false)
  586. {
  587. // Wait a while
  588. Sleep(50);
  589. return false;
  590. }
  591. }
  592. else
  593. {
  594. acquire(renderWindow);
  595. }
  596. }
  597. return true;
  598. }
  599. void D3D9Device::validateBackBufferSize(const D3D9RenderWindow* renderWindow)
  600. {
  601. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  602. RenderWindowResources* renderWindowResources = it->second;
  603. // Case size has been changed.
  604. if (renderWindow->getWidth() != renderWindowResources->presentParameters.BackBufferWidth ||
  605. renderWindow->getHeight() != renderWindowResources->presentParameters.BackBufferHeight)
  606. {
  607. if (renderWindow->getWidth() > 0)
  608. renderWindowResources->presentParameters.BackBufferWidth = renderWindow->getWidth();
  609. if (renderWindow->getHeight() > 0)
  610. renderWindowResources->presentParameters.BackBufferHeight = renderWindow->getHeight();
  611. invalidate(renderWindow);
  612. }
  613. }
  614. bool D3D9Device::validateDisplayMonitor(D3D9RenderWindow* renderWindow)
  615. {
  616. // Ignore full screen since it doesn't really move and it is possible
  617. // that it created using multi-head adapter so for a subordinate the
  618. // native monitor handle and this device handle will be different.
  619. if (renderWindow->isFullScreen())
  620. return true;
  621. HMONITOR hRenderWindowMonitor = NULL;
  622. // Find the monitor this render window belongs to.
  623. hRenderWindowMonitor = MonitorFromWindow(renderWindow->_getWindowHandle(), MONITOR_DEFAULTTONULL);
  624. // This window doesn't intersect with any of the display monitor
  625. if (hRenderWindowMonitor == NULL)
  626. return false;
  627. // Case this window changed monitor.
  628. if (hRenderWindowMonitor != mMonitor)
  629. {
  630. // Lock access to rendering device.
  631. D3D9RenderSystem::getResourceManager()->lockDeviceAccess();
  632. mpDeviceManager->linkRenderWindow(renderWindow);
  633. // UnLock access to rendering device.
  634. D3D9RenderSystem::getResourceManager()->unlockDeviceAccess();
  635. return false;
  636. }
  637. return true;
  638. }
  639. void D3D9Device::present(const D3D9RenderWindow* renderWindow)
  640. {
  641. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  642. RenderWindowResources* renderWindowResources = it->second;
  643. // Skip present while current device state is invalid.
  644. if (mDeviceLost ||
  645. renderWindowResources->acquired == false ||
  646. isDeviceLost())
  647. return;
  648. HRESULT hr;
  649. if (isMultihead())
  650. {
  651. // Only the master will call present method results in synchronized
  652. // buffer swap for the rest of the implicit swap chain.
  653. if (getPrimaryWindow() == renderWindow)
  654. hr = mpDevice->Present( NULL, NULL, NULL, NULL );
  655. else
  656. hr = S_OK;
  657. }
  658. else
  659. {
  660. hr = renderWindowResources->swapChain->Present(NULL, NULL, NULL, NULL, 0);
  661. }
  662. if(D3DERR_DEVICELOST == hr)
  663. {
  664. releaseRenderWindowResources(renderWindowResources);
  665. notifyDeviceLost();
  666. }
  667. else if( FAILED(hr) )
  668. {
  669. BS_EXCEPT(RenderingAPIException, "Error Presenting surfaces");
  670. }
  671. }
  672. void D3D9Device::acquireRenderWindowResources(RenderWindowToResorucesIterator it)
  673. {
  674. RenderWindowResources* renderWindowResources = it->second;
  675. const D3D9RenderWindow* renderWindow = it->first;
  676. releaseRenderWindowResources(renderWindowResources);
  677. // Create additional swap chain
  678. if (isSwapChainWindow(renderWindow) && !isMultihead())
  679. {
  680. // Create swap chain
  681. HRESULT hr = mpDevice->CreateAdditionalSwapChain(&renderWindowResources->presentParameters,
  682. &renderWindowResources->swapChain);
  683. if (FAILED(hr))
  684. {
  685. // Try a second time, may fail the first time due to back buffer count,
  686. // which will be corrected by the runtime
  687. hr = mpDevice->CreateAdditionalSwapChain(&renderWindowResources->presentParameters,
  688. &renderWindowResources->swapChain);
  689. }
  690. if (FAILED(hr))
  691. {
  692. BS_EXCEPT(RenderingAPIException, "Unable to create an additional swap chain");
  693. }
  694. }
  695. else
  696. {
  697. // The swap chain is already created by the device
  698. HRESULT hr = mpDevice->GetSwapChain(renderWindowResources->presentParametersIndex,
  699. &renderWindowResources->swapChain);
  700. if (FAILED(hr))
  701. {
  702. BS_EXCEPT(RenderingAPIException, "Unable to get the swap chain");
  703. }
  704. }
  705. // Store references to buffers for convenience
  706. renderWindowResources->swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO,
  707. &renderWindowResources->backBuffer);
  708. // Additional swap chains need their own depth buffer
  709. // to support resizing them
  710. if (renderWindow->_isDepthBuffered())
  711. {
  712. // if multihead is enabled, depth buffer can be created automatically for
  713. // all the adapters. if multihead is not enabled, depth buffer is just
  714. // created for the main swap chain
  715. if (isMultihead() && isAutoDepthStencil() ||
  716. isMultihead() == false && isSwapChainWindow(renderWindow) == false)
  717. {
  718. mpDevice->GetDepthStencilSurface(&renderWindowResources->depthBuffer);
  719. }
  720. else
  721. {
  722. UINT32 targetWidth = renderWindow->getWidth();
  723. UINT32 targetHeight = renderWindow->getHeight();
  724. if (targetWidth == 0)
  725. targetWidth = 1;
  726. if (targetHeight == 0)
  727. targetHeight = 1;
  728. HRESULT hr = mpDevice->CreateDepthStencilSurface(
  729. targetWidth, targetHeight,
  730. renderWindowResources->presentParameters.AutoDepthStencilFormat,
  731. renderWindowResources->presentParameters.MultiSampleType,
  732. renderWindowResources->presentParameters.MultiSampleQuality,
  733. (renderWindowResources->presentParameters.Flags & D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL),
  734. &renderWindowResources->depthBuffer, NULL
  735. );
  736. if (FAILED(hr))
  737. {
  738. BS_EXCEPT(RenderingAPIException, "Unable to create a depth buffer for the swap chain");
  739. }
  740. if (isSwapChainWindow(renderWindow) == false)
  741. {
  742. mpDevice->SetDepthStencilSurface(renderWindowResources->depthBuffer);
  743. }
  744. }
  745. }
  746. renderWindowResources->acquired = true;
  747. }
  748. bool D3D9Device::isSwapChainWindow(const D3D9RenderWindow* renderWindow)
  749. {
  750. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  751. if (it->second->presentParametersIndex == 0 || renderWindow->isFullScreen())
  752. return false;
  753. return true;
  754. }
  755. const D3D9RenderWindow* D3D9Device::getPrimaryWindow()
  756. {
  757. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  758. while (it != mMapRenderWindowToResoruces.end() && it->second->presentParametersIndex != 0)
  759. ++it;
  760. assert(it != mMapRenderWindowToResoruces.end());
  761. return it->first;
  762. }
  763. void D3D9Device::setSharedWindowHandle(HWND hSharedHWND)
  764. {
  765. if (hSharedHWND != msSharedFocusWindow)
  766. msSharedFocusWindow = hSharedHWND;
  767. }
  768. void D3D9Device::updateRenderWindowsIndices()
  769. {
  770. // Update present parameters index attribute per render window.
  771. if (isMultihead())
  772. {
  773. RenderWindowToResorucesIterator it = mMapRenderWindowToResoruces.begin();
  774. // Multi head device case -
  775. // Present parameter index is based on adapter ordinal in group index.
  776. while (it != mMapRenderWindowToResoruces.end())
  777. {
  778. it->second->presentParametersIndex = it->second->adapterOrdinalInGroupIndex;
  779. ++it;
  780. }
  781. }
  782. else
  783. {
  784. // Single head device case -
  785. // Just assign index in incremental order -
  786. // NOTE: It suppose to cover both cases that possible here:
  787. // 1. Single full screen window - only one allowed per device (this is not multi-head case).
  788. // 2. Multiple window mode windows.
  789. UINT32 nextPresParamIndex = 0;
  790. RenderWindowToResorucesIterator it;
  791. const D3D9RenderWindow* deviceFocusWindow = NULL;
  792. // In case a d3d9 device exists - try to keep the present parameters order
  793. // so that the window that the device is focused on will stay the same and we
  794. // will avoid device re-creation.
  795. if (mpDevice != NULL)
  796. {
  797. it = mMapRenderWindowToResoruces.begin();
  798. while (it != mMapRenderWindowToResoruces.end())
  799. {
  800. if (it->first->_getWindowHandle() == mCreationParams.hFocusWindow)
  801. {
  802. deviceFocusWindow = it->first;
  803. it->second->presentParametersIndex = nextPresParamIndex;
  804. ++nextPresParamIndex;
  805. break;
  806. }
  807. ++it;
  808. }
  809. }
  810. it = mMapRenderWindowToResoruces.begin();
  811. while (it != mMapRenderWindowToResoruces.end())
  812. {
  813. if (it->first != deviceFocusWindow)
  814. {
  815. it->second->presentParametersIndex = nextPresParamIndex;
  816. ++nextPresParamIndex;
  817. }
  818. ++it;
  819. }
  820. }
  821. }
  822. void D3D9Device::copyContentsToMemory(const D3D9RenderWindow* renderWindow,
  823. PixelData &dst, RenderTarget::FrameBuffer buffer)
  824. {
  825. RenderWindowToResorucesIterator it = getRenderWindowIterator(renderWindow);
  826. RenderWindowResources* resources = it->second;
  827. bool swapChain = isSwapChainWindow(renderWindow);
  828. if ((dst.getLeft() < 0) || (dst.getRight() > renderWindow->getWidth()) ||
  829. (dst.getTop() < 0) || (dst.getBottom() > renderWindow->getHeight()) ||
  830. (dst.getFront() != 0) || (dst.getBack() != 1))
  831. {
  832. BS_EXCEPT(InvalidParametersException, "Invalid box.");
  833. }
  834. HRESULT hr;
  835. IDirect3DSurface9* pSurf = NULL;
  836. IDirect3DSurface9* pTempSurf = NULL;
  837. D3DSURFACE_DESC desc;
  838. D3DLOCKED_RECT lockedRect;
  839. if (buffer == RenderTarget::FB_AUTO)
  840. {
  841. //buffer = mIsFullScreen? FB_FRONT : FB_BACK;
  842. buffer = RenderTarget::FB_FRONT;
  843. }
  844. if (buffer == RenderTarget::FB_FRONT)
  845. {
  846. D3DDISPLAYMODE dm;
  847. if (FAILED(hr = mpDevice->GetDisplayMode(0, &dm)))
  848. {
  849. BS_EXCEPT(RenderingAPIException, "Can't get display mode: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  850. }
  851. desc.Width = dm.Width;
  852. desc.Height = dm.Height;
  853. desc.Format = D3DFMT_A8R8G8B8;
  854. if (FAILED(hr = mpDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height,
  855. desc.Format,
  856. D3DPOOL_SYSTEMMEM,
  857. &pTempSurf,
  858. 0)))
  859. {
  860. BS_EXCEPT(RenderingAPIException, "Can't create offscreen buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  861. }
  862. if (FAILED(hr = swapChain ? resources->swapChain->GetFrontBufferData(pTempSurf) :
  863. mpDevice->GetFrontBufferData(0, pTempSurf)))
  864. {
  865. SAFE_RELEASE(pTempSurf);
  866. BS_EXCEPT(RenderingAPIException, "Can't get front buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  867. }
  868. if(renderWindow->isFullScreen())
  869. {
  870. if ((dst.getLeft() == 0) && (dst.getRight() == renderWindow->getWidth()) && (dst.getTop() == 0) && (dst.getBottom() == renderWindow->getHeight()))
  871. {
  872. hr = pTempSurf->LockRect(&lockedRect, 0, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  873. }
  874. else
  875. {
  876. RECT rect;
  877. rect.left = static_cast<LONG>(dst.getLeft());
  878. rect.right = static_cast<LONG>(dst.getRight());
  879. rect.top = static_cast<LONG>(dst.getTop());
  880. rect.bottom = static_cast<LONG>(dst.getBottom());
  881. hr = pTempSurf->LockRect(&lockedRect, &rect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  882. }
  883. if (FAILED(hr))
  884. {
  885. SAFE_RELEASE(pTempSurf);
  886. BS_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  887. }
  888. }
  889. else
  890. {
  891. RECT srcRect;
  892. //GetClientRect(mHWnd, &srcRect);
  893. srcRect.left = static_cast<LONG>(dst.getLeft());
  894. srcRect.top = static_cast<LONG>(dst.getTop());
  895. srcRect.right = static_cast<LONG>(dst.getRight());
  896. srcRect.bottom = static_cast<LONG>(dst.getBottom());
  897. POINT point;
  898. point.x = srcRect.left;
  899. point.y = srcRect.top;
  900. ClientToScreen(renderWindow->_getWindowHandle(), &point);
  901. srcRect.top = point.y;
  902. srcRect.left = point.x;
  903. srcRect.bottom += point.y;
  904. srcRect.right += point.x;
  905. desc.Width = srcRect.right - srcRect.left;
  906. desc.Height = srcRect.bottom - srcRect.top;
  907. if (FAILED(hr = pTempSurf->LockRect(&lockedRect, &srcRect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK)))
  908. {
  909. SAFE_RELEASE(pTempSurf);
  910. BS_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  911. }
  912. }
  913. }
  914. else
  915. {
  916. SAFE_RELEASE(pSurf);
  917. if(FAILED(hr = swapChain? resources->swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurf) :
  918. mpDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurf)))
  919. {
  920. BS_EXCEPT(RenderingAPIException, "Can't get back buffer: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  921. }
  922. if(FAILED(hr = pSurf->GetDesc(&desc)))
  923. {
  924. BS_EXCEPT(RenderingAPIException, "Can't get description: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  925. }
  926. if (FAILED(hr = mpDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height,
  927. desc.Format,
  928. D3DPOOL_SYSTEMMEM,
  929. &pTempSurf,
  930. 0)))
  931. {
  932. BS_EXCEPT(RenderingAPIException, "Can't create offscreen surface: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  933. }
  934. if (desc.MultiSampleType == D3DMULTISAMPLE_NONE)
  935. {
  936. if (FAILED(hr = mpDevice->GetRenderTargetData(pSurf, pTempSurf)))
  937. {
  938. SAFE_RELEASE(pTempSurf);
  939. BS_EXCEPT(RenderingAPIException, "Can't get render target data: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  940. }
  941. }
  942. else
  943. {
  944. IDirect3DSurface9* pStretchSurf = 0;
  945. if (FAILED(hr = mpDevice->CreateRenderTarget(desc.Width, desc.Height,
  946. desc.Format,
  947. D3DMULTISAMPLE_NONE,
  948. 0,
  949. false,
  950. &pStretchSurf,
  951. 0)))
  952. {
  953. SAFE_RELEASE(pTempSurf);
  954. BS_EXCEPT(RenderingAPIException, "Can't create render target: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  955. }
  956. if (FAILED(hr = mpDevice->StretchRect(pSurf, 0, pStretchSurf, 0, D3DTEXF_NONE)))
  957. {
  958. SAFE_RELEASE(pTempSurf);
  959. SAFE_RELEASE(pStretchSurf);
  960. BS_EXCEPT(RenderingAPIException, "Can't stretch rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  961. }
  962. if (FAILED(hr = mpDevice->GetRenderTargetData(pStretchSurf, pTempSurf)))
  963. {
  964. SAFE_RELEASE(pTempSurf);
  965. SAFE_RELEASE(pStretchSurf);
  966. BS_EXCEPT(RenderingAPIException, "Can't get render target data: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  967. }
  968. SAFE_RELEASE(pStretchSurf);
  969. }
  970. if ((dst.getLeft() == 0) && (dst.getRight() == renderWindow->getWidth()) && (dst.getTop() == 0) && (dst.getBottom() == renderWindow->getHeight()))
  971. {
  972. hr = pTempSurf->LockRect(&lockedRect, 0, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  973. }
  974. else
  975. {
  976. RECT rect;
  977. rect.left = static_cast<LONG>(dst.getLeft());
  978. rect.right = static_cast<LONG>(dst.getRight());
  979. rect.top = static_cast<LONG>(dst.getTop());
  980. rect.bottom = static_cast<LONG>(dst.getBottom());
  981. hr = pTempSurf->LockRect(&lockedRect, &rect, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
  982. }
  983. if (FAILED(hr))
  984. {
  985. SAFE_RELEASE(pTempSurf);
  986. BS_EXCEPT(RenderingAPIException, "Can't lock rect: TODO PORT NO ERROR"); // TODO PORT - Translate HR to error
  987. }
  988. }
  989. PixelFormat format = BansheeEngine::D3D9Mappings::_getPF(desc.Format);
  990. if (format == PF_UNKNOWN)
  991. {
  992. SAFE_RELEASE(pTempSurf);
  993. BS_EXCEPT(RenderingAPIException, "Unsupported format");
  994. }
  995. PixelData src(dst.getWidth(), dst.getHeight(), 1, format);
  996. src.setExternalBuffer((UINT8*)lockedRect.pBits);
  997. src.setRowPitch(lockedRect.Pitch / PixelUtil::getNumElemBytes(format));
  998. src.setSlicePitch(desc.Height * src.getRowPitch());
  999. PixelUtil::bulkPixelConversion(src, dst);
  1000. SAFE_RELEASE(pTempSurf);
  1001. SAFE_RELEASE(pSurf);
  1002. }
  1003. }