BsD3D9RenderSystem.cpp 68 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 "BsD3D9RenderSystem.h"
  5. #include "BsD3D9Prerequisites.h"
  6. #include "BsD3D9DriverList.h"
  7. #include "BsD3D9Driver.h"
  8. #include "BsD3D9RenderWindow.h"
  9. #include "BsD3D9TextureManager.h"
  10. #include "BsD3D9Texture.h"
  11. #include "BsMath.h"
  12. #include "BsD3D9HardwareBufferManager.h"
  13. #include "BsD3D9IndexBuffer.h"
  14. #include "BsD3D9VertexBuffer.h"
  15. #include "BsD3D9VertexDeclaration.h"
  16. #include "BsD3D9GpuProgram.h"
  17. #include "BsD3D9HLSLProgramFactory.h"
  18. #include "BsD3D9OcclusionQuery.h"
  19. #include "BsD3D9DeviceManager.h"
  20. #include "BsD3D9ResourceManager.h"
  21. #include "BsD3D9RenderWindowManager.h"
  22. #include "BsGpuProgramManager.h"
  23. #include "BsRenderStateManager.h"
  24. #include "BsAsyncOp.h"
  25. #include "BsBlendState.h"
  26. #include "BsRasterizerState.h"
  27. #include "BsDepthStencilState.h"
  28. #include "BsGpuParams.h"
  29. #include "BsGpuParamDesc.h"
  30. #include "BsGpuParamBlockBuffer.h"
  31. #include "BsCoreThread.h"
  32. #include "BsD3D9QueryManager.h"
  33. #include "BsDebug.h"
  34. #include "BsRenderStats.h"
  35. namespace BansheeEngine
  36. {
  37. D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = nullptr;
  38. D3D9RenderSystem::D3D9RenderSystem(HINSTANCE hInstance)
  39. : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  40. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  41. mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance),
  42. mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr),
  43. mDeviceManager(nullptr), mResourceManager(nullptr)
  44. {
  45. msD3D9RenderSystem = this;
  46. mScissorRect.left = 0;
  47. mScissorRect.right = 1280;
  48. mScissorRect.top = 0;
  49. mScissorRect.bottom = 720;
  50. }
  51. D3D9RenderSystem::~D3D9RenderSystem()
  52. {
  53. }
  54. const String& D3D9RenderSystem::getName() const
  55. {
  56. static String strName( "D3D9RenderSystem");
  57. return strName;
  58. }
  59. const String& D3D9RenderSystem::getShadingLanguageName() const
  60. {
  61. static String strName("hlsl");
  62. return strName;
  63. }
  64. void D3D9RenderSystem::initialize_internal(AsyncOp& asyncOp)
  65. {
  66. THROW_IF_NOT_CORE_THREAD;
  67. // Create the resource manager.
  68. mResourceManager = bs_new<D3D9ResourceManager>();
  69. // Create our Direct3D object
  70. if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) )
  71. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  72. RenderWindow* autoWindow = NULL;
  73. // Init using current settings
  74. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  75. if( !mActiveD3DDriver )
  76. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  77. // get driver version
  78. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  79. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  80. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  81. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  82. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  83. // Create the device manager.
  84. mDeviceManager = bs_new<D3D9DeviceManager>();
  85. // Also create hardware buffer manager
  86. HardwareBufferManager::startUp<D3D9HardwareBufferManager>();
  87. // Create & register HLSL factory
  88. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  89. // Create render window manager
  90. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  91. // Create render state manager
  92. RenderStateManager::startUp();
  93. // Create primary window and finalize initialization
  94. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  95. D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(primaryWindow.get());
  96. updateRenderSystemCapabilities(d3d9renderWindow);
  97. // Create the texture manager for use by others
  98. TextureManager::startUp<D3D9TextureManager>();
  99. QueryManager::startUp<D3D9QueryManager>();
  100. // call superclass method
  101. RenderSystem::initialize_internal(asyncOp);
  102. asyncOp._completeOperation(primaryWindow);
  103. }
  104. void D3D9RenderSystem::destroy_internal()
  105. {
  106. if(mTexStageDesc != nullptr)
  107. {
  108. bs_deleteN(mTexStageDesc, mNumTexStages);
  109. mTexStageDesc = nullptr;
  110. }
  111. RenderSystem::destroy_internal();
  112. if(mDeviceManager != nullptr)
  113. {
  114. bs_delete(mDeviceManager);
  115. mDeviceManager = nullptr;
  116. }
  117. if(mDriverList != nullptr)
  118. {
  119. bs_delete(mDriverList);
  120. mDriverList = nullptr;
  121. }
  122. mActiveD3DDriver = NULL;
  123. QueryManager::shutDown();
  124. TextureManager::shutDown();
  125. HardwareBufferManager::shutDown();
  126. RenderWindowManager::shutDown();
  127. RenderStateManager::shutDown();
  128. // Deleting the HLSL program factory
  129. if (mHLSLProgramFactory)
  130. {
  131. GpuProgramManager::instance().removeFactory(mHLSLProgramFactory);
  132. bs_delete(mHLSLProgramFactory);
  133. mHLSLProgramFactory = 0;
  134. }
  135. SAFE_RELEASE(mpD3D);
  136. if(mResourceManager != nullptr)
  137. {
  138. bs_delete(mResourceManager);
  139. mResourceManager = nullptr;
  140. }
  141. msD3D9RenderSystem = NULL;
  142. }
  143. void D3D9RenderSystem::registerWindow(RenderWindow& renderWindow)
  144. {
  145. THROW_IF_NOT_CORE_THREAD;
  146. D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(&renderWindow);
  147. String msg;
  148. mResourceManager->lockDeviceAccess();
  149. try
  150. {
  151. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  152. }
  153. catch (const BansheeEngine::RenderingAPIException&)
  154. {
  155. // after catching the exception, clean up
  156. mResourceManager->unlockDeviceAccess();
  157. // re-throw
  158. throw;
  159. }
  160. mResourceManager->unlockDeviceAccess();
  161. }
  162. void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg)
  163. {
  164. THROW_IF_NOT_CORE_THREAD;
  165. if(!prg.isLoaded())
  166. return;
  167. GpuProgramPtr bindingPrg = std::static_pointer_cast<GpuProgram>(prg->getThisPtr());
  168. HRESULT hr;
  169. switch (bindingPrg->getType())
  170. {
  171. case GPT_VERTEX_PROGRAM:
  172. hr = getActiveD3D9Device()->SetVertexShader(
  173. static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
  174. if (FAILED(hr))
  175. {
  176. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  177. }
  178. break;
  179. case GPT_FRAGMENT_PROGRAM:
  180. hr = getActiveD3D9Device()->SetPixelShader(
  181. static_cast<D3D9GpuFragmentProgram*>(bindingPrg.get())->getPixelShader());
  182. if (FAILED(hr))
  183. {
  184. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  185. }
  186. break;
  187. };
  188. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  189. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  190. // This solves such an errors when working with the Debug runtime -
  191. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  192. for (unsigned int nStage=0; nStage < 8; ++nStage)
  193. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  194. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  195. RenderSystem::bindGpuProgram(prg);
  196. }
  197. void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. HRESULT hr;
  201. switch(gptype)
  202. {
  203. case GPT_VERTEX_PROGRAM:
  204. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  205. if (FAILED(hr))
  206. {
  207. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  208. }
  209. break;
  210. case GPT_FRAGMENT_PROGRAM:
  211. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  212. if (FAILED(hr))
  213. {
  214. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  215. }
  216. break;
  217. };
  218. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  219. RenderSystem::unbindGpuProgram(gptype);
  220. }
  221. void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  222. {
  223. THROW_IF_NOT_CORE_THREAD;
  224. bindableParams->updateHardwareBuffers();
  225. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  226. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  227. {
  228. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  229. if(samplerState == nullptr)
  230. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  231. else
  232. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  233. }
  234. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  235. {
  236. HTexture texture = bindableParams->getTexture(iter->second.slot);
  237. if(!texture.isLoaded())
  238. setTexture(gptype, iter->second.slot, false, nullptr);
  239. else
  240. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  241. }
  242. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  243. // but it is required in order to have standardized buffer interface.
  244. UnorderedMap<UINT32, UINT8*> bufferData;
  245. for(auto& curParam : paramDesc.params)
  246. {
  247. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  248. auto iterFind = bufferData.find(paramBlockSlot);
  249. if(iterFind == bufferData.end())
  250. {
  251. GpuParamBlockBufferPtr paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  252. UINT8* data = (UINT8*)bs_alloc<ScratchAlloc>(paramBlock->getSize());
  253. paramBlock->readData(data);
  254. bufferData[paramBlockSlot] = data;
  255. }
  256. }
  257. HRESULT hr;
  258. switch(gptype)
  259. {
  260. case GPT_VERTEX_PROGRAM:
  261. {
  262. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  263. {
  264. const GpuParamDataDesc& paramDesc = iter->second;
  265. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  266. switch(paramDesc.type)
  267. {
  268. case GPDT_FLOAT1:
  269. case GPDT_FLOAT2:
  270. case GPDT_FLOAT3:
  271. case GPDT_FLOAT4:
  272. case GPDT_MATRIX_2X2:
  273. case GPDT_MATRIX_2X3:
  274. case GPDT_MATRIX_2X4:
  275. case GPDT_MATRIX_3X2:
  276. case GPDT_MATRIX_3X3:
  277. case GPDT_MATRIX_3X4:
  278. case GPDT_MATRIX_4X2:
  279. case GPDT_MATRIX_4X3:
  280. case GPDT_MATRIX_4X4:
  281. {
  282. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  283. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  284. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  285. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  286. break;
  287. }
  288. case GPDT_INT1:
  289. case GPDT_INT2:
  290. case GPDT_INT3:
  291. case GPDT_INT4:
  292. {
  293. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  294. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  295. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  296. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  297. break;
  298. }
  299. case GPDT_BOOL:
  300. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  301. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  302. break;
  303. }
  304. }
  305. }
  306. break;
  307. case GPT_FRAGMENT_PROGRAM:
  308. {
  309. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  310. {
  311. const GpuParamDataDesc& paramDesc = iter->second;
  312. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  313. switch(paramDesc.type)
  314. {
  315. case GPDT_FLOAT1:
  316. case GPDT_FLOAT2:
  317. case GPDT_FLOAT3:
  318. case GPDT_FLOAT4:
  319. case GPDT_MATRIX_2X2:
  320. case GPDT_MATRIX_2X3:
  321. case GPDT_MATRIX_2X4:
  322. case GPDT_MATRIX_3X2:
  323. case GPDT_MATRIX_3X3:
  324. case GPDT_MATRIX_3X4:
  325. case GPDT_MATRIX_4X2:
  326. case GPDT_MATRIX_4X3:
  327. case GPDT_MATRIX_4X4:
  328. {
  329. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  330. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  331. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  332. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  333. break;
  334. }
  335. case GPDT_INT1:
  336. case GPDT_INT2:
  337. case GPDT_INT3:
  338. case GPDT_INT4:
  339. {
  340. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  341. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  342. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  343. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  344. break;
  345. }
  346. case GPDT_BOOL:
  347. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  348. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  349. break;
  350. }
  351. }
  352. }
  353. break;
  354. };
  355. for(auto& curBufferData : bufferData)
  356. {
  357. bs_free<ScratchAlloc>(curBufferData.second);
  358. }
  359. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  360. }
  361. void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& tex)
  362. {
  363. THROW_IF_NOT_CORE_THREAD;
  364. if(!tex->isBindableAsShaderResource())
  365. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  366. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  367. {
  368. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  369. return;
  370. }
  371. if(gptype == GPT_VERTEX_PROGRAM)
  372. {
  373. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  374. }
  375. HRESULT hr;
  376. D3D9TexturePtr dt = std::static_pointer_cast<D3D9Texture>(tex);
  377. if (enabled && (dt != nullptr))
  378. {
  379. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  380. if (mTexStageDesc[unit].pTex != pTex)
  381. {
  382. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  383. if( hr != S_OK )
  384. {
  385. String str = "Unable to set texture in D3D9";
  386. BS_EXCEPT(RenderingAPIException, str);
  387. }
  388. // set stage desc.
  389. mTexStageDesc[unit].pTex = pTex;
  390. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getTextureType());
  391. // Set gamma now too
  392. if (dt->isHardwareGammaReadToBeUsed())
  393. {
  394. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  395. }
  396. else
  397. {
  398. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  399. }
  400. BS_INC_RENDER_STAT(NumTextureBinds);
  401. BS_INC_RENDER_STAT(NumSamplerBinds);
  402. }
  403. }
  404. else
  405. {
  406. if (mTexStageDesc[unit].pTex != 0)
  407. {
  408. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  409. if( hr != S_OK )
  410. {
  411. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  412. BS_EXCEPT(RenderingAPIException, str);
  413. }
  414. BS_INC_RENDER_STAT(NumTextureBinds);
  415. }
  416. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  417. if( hr != S_OK )
  418. {
  419. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  420. BS_EXCEPT(RenderingAPIException, str);
  421. }
  422. // set stage desc. to defaults
  423. mTexStageDesc[unit].pTex = 0;
  424. mTexStageDesc[unit].coordIndex = 0;
  425. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  426. }
  427. }
  428. void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  429. {
  430. THROW_IF_NOT_CORE_THREAD;
  431. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  432. {
  433. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  434. return;
  435. }
  436. if(gptype == GPT_VERTEX_PROGRAM)
  437. {
  438. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  439. }
  440. // Set texture layer filtering
  441. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  442. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  443. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  444. // Set texture layer filtering
  445. if (state->getTextureAnisotropy() > 0)
  446. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  447. // Set mipmap biasing
  448. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  449. // Texture addressing mode
  450. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  451. setTextureAddressingMode(unit, uvw);
  452. // Set border color
  453. setTextureBorderColor(unit, state->getBorderColor());
  454. BS_INC_RENDER_STAT(NumSamplerBinds);
  455. }
  456. void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState)
  457. {
  458. THROW_IF_NOT_CORE_THREAD;
  459. // Alpha to coverage
  460. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  461. // Blend states
  462. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  463. if(blendState->getBlendEnabled(0))
  464. {
  465. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
  466. , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  467. }
  468. else
  469. {
  470. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  471. }
  472. // Color write mask
  473. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  474. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  475. BS_INC_RENDER_STAT(NumBlendStateChanges);
  476. }
  477. void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  478. {
  479. THROW_IF_NOT_CORE_THREAD;
  480. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  481. setCullingMode(rasterizerState->getCullMode());
  482. setPolygonMode(rasterizerState->getPolygonMode());
  483. setScissorTestEnable(rasterizerState->getScissorEnable());
  484. setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable());
  485. setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable());
  486. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  487. }
  488. void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  489. {
  490. THROW_IF_NOT_CORE_THREAD;
  491. // Set stencil buffer options
  492. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  493. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  494. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true);
  495. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  496. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false);
  497. setStencilBufferReadMask(depthStencilState->getStencilReadMask());
  498. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  499. // Set depth buffer options
  500. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  501. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  502. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  503. // Set stencil ref value
  504. setStencilRefValue(stencilRefValue);
  505. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  506. }
  507. void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias)
  508. {
  509. THROW_IF_NOT_CORE_THREAD;
  510. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  511. {
  512. // ugh - have to pass float data through DWORD with no conversion
  513. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  514. *(DWORD*)&bias);
  515. if(FAILED(hr))
  516. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  517. }
  518. }
  519. void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage,
  520. const UVWAddressingMode& uvw )
  521. {
  522. THROW_IF_NOT_CORE_THREAD;
  523. HRESULT hr;
  524. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  525. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  526. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  527. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  528. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  529. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  530. }
  531. void D3D9RenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  532. {
  533. THROW_IF_NOT_CORE_THREAD;
  534. HRESULT hr;
  535. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  536. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  537. }
  538. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. HRESULT hr;
  542. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  543. {
  544. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  545. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  546. }
  547. else
  548. {
  549. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  550. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  551. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  552. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  553. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  554. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  555. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  556. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  557. }
  558. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  559. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  560. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  561. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  562. }
  563. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  564. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  565. {
  566. THROW_IF_NOT_CORE_THREAD;
  567. HRESULT hr;
  568. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  569. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  570. {
  571. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  572. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  573. }
  574. else
  575. {
  576. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  577. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  578. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  579. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  580. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  581. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  582. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  583. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  584. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  585. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  586. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  587. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  588. }
  589. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  590. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  591. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  592. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  593. }
  594. void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  595. {
  596. THROW_IF_NOT_CORE_THREAD;
  597. HRESULT hr;
  598. if (func != CMPF_ALWAYS_PASS)
  599. {
  600. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  601. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  602. }
  603. else
  604. {
  605. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  606. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  607. }
  608. // Set always just be sure
  609. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  610. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  611. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  612. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  613. }
  614. void D3D9RenderSystem::setAlphaToCoverage(bool enable)
  615. {
  616. THROW_IF_NOT_CORE_THREAD;
  617. HRESULT hr;
  618. static bool lasta2c = false;
  619. // Alpha to coverage
  620. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  621. {
  622. // Vendor-specific hacks on renderstate, gotta love 'em
  623. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  624. {
  625. if (enable)
  626. {
  627. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  628. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  629. }
  630. else
  631. {
  632. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  633. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  634. }
  635. }
  636. else if ((getCapabilities()->getVendor() == GPU_AMD))
  637. {
  638. if (enable)
  639. {
  640. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  641. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  642. }
  643. else
  644. {
  645. // discovered this through trial and error, seems to work
  646. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  647. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  648. }
  649. }
  650. lasta2c = enable;
  651. }
  652. }
  653. void D3D9RenderSystem::setCullingMode(CullingMode mode)
  654. {
  655. THROW_IF_NOT_CORE_THREAD;
  656. mCullingMode = mode;
  657. HRESULT hr;
  658. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  659. D3D9Mappings::get(mode, false))) )
  660. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  661. }
  662. void D3D9RenderSystem::setDepthBufferCheckEnabled(bool enabled)
  663. {
  664. THROW_IF_NOT_CORE_THREAD;
  665. HRESULT hr;
  666. if( enabled )
  667. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  668. else
  669. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  670. if(FAILED(hr))
  671. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  672. }
  673. void D3D9RenderSystem::setDepthBufferWriteEnabled(bool enabled)
  674. {
  675. THROW_IF_NOT_CORE_THREAD;
  676. HRESULT hr;
  677. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  678. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  679. }
  680. void D3D9RenderSystem::setDepthBufferFunction(CompareFunction func)
  681. {
  682. THROW_IF_NOT_CORE_THREAD;
  683. HRESULT hr;
  684. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  685. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  686. }
  687. void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  688. {
  689. THROW_IF_NOT_CORE_THREAD;
  690. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  691. {
  692. // Negate bias since D3D is backward
  693. // D3D also expresses the constant bias as an absolute value, rather than
  694. // relative to minimum depth unit, so scale to fit
  695. constantBias = -constantBias / 250000.0f;
  696. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  697. if (FAILED(hr))
  698. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  699. }
  700. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  701. {
  702. // Negate bias since D3D is backward
  703. slopeScaleBias = -slopeScaleBias;
  704. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  705. if (FAILED(hr))
  706. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  707. }
  708. }
  709. void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  710. {
  711. THROW_IF_NOT_CORE_THREAD;
  712. DWORD val = 0;
  713. if (red)
  714. val |= D3DCOLORWRITEENABLE_RED;
  715. if (green)
  716. val |= D3DCOLORWRITEENABLE_GREEN;
  717. if (blue)
  718. val |= D3DCOLORWRITEENABLE_BLUE;
  719. if (alpha)
  720. val |= D3DCOLORWRITEENABLE_ALPHA;
  721. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  722. if (FAILED(hr))
  723. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  724. }
  725. void D3D9RenderSystem::setPolygonMode(PolygonMode level)
  726. {
  727. THROW_IF_NOT_CORE_THREAD;
  728. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  729. if (FAILED(hr))
  730. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  731. }
  732. void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
  733. {
  734. THROW_IF_NOT_CORE_THREAD;
  735. // Allow stencilling
  736. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  737. if (FAILED(hr))
  738. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  739. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  740. {
  741. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  742. if (FAILED(hr))
  743. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  744. }
  745. else
  746. {
  747. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  748. if (FAILED(hr))
  749. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  750. }
  751. }
  752. void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  753. {
  754. THROW_IF_NOT_CORE_THREAD;
  755. HRESULT hr;
  756. // 2-sided operation
  757. if (ccw)
  758. {
  759. // fail op
  760. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  761. if (FAILED(hr))
  762. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  763. // depth fail op
  764. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  765. if (FAILED(hr))
  766. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  767. // pass op
  768. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  769. if (FAILED(hr))
  770. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  771. }
  772. else
  773. {
  774. // fail op
  775. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  776. if (FAILED(hr))
  777. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  778. // depth fail op
  779. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  780. if (FAILED(hr))
  781. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  782. // pass op
  783. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  784. if (FAILED(hr))
  785. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  786. }
  787. }
  788. void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw)
  789. {
  790. HRESULT hr;
  791. if(ccw)
  792. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  793. else
  794. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  795. if (FAILED(hr))
  796. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  797. }
  798. void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask)
  799. {
  800. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  801. if (FAILED(hr))
  802. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  803. }
  804. void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask)
  805. {
  806. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  807. if (FAILED(hr))
  808. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  809. }
  810. void D3D9RenderSystem::setStencilRefValue(UINT32 refValue)
  811. {
  812. THROW_IF_NOT_CORE_THREAD;
  813. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  814. if (FAILED(hr))
  815. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  816. }
  817. void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  818. {
  819. THROW_IF_NOT_CORE_THREAD;
  820. HRESULT hr;
  821. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  822. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  823. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  824. if (FAILED(hr))
  825. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  826. }
  827. void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  828. {
  829. THROW_IF_NOT_CORE_THREAD;
  830. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  831. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  832. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  833. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  834. }
  835. void D3D9RenderSystem::setRenderTarget(RenderTargetPtr target)
  836. {
  837. THROW_IF_NOT_CORE_THREAD;
  838. mActiveRenderTarget = target;
  839. HRESULT hr;
  840. // Possibly change device if the target is a window
  841. if (target->isWindow())
  842. {
  843. D3D9RenderWindow* window = static_cast<D3D9RenderWindow*>(target.get());
  844. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  845. window->_validateDevice();
  846. }
  847. // Retrieve render surfaces
  848. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  849. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  850. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  851. target->getCustomAttribute( "DDBACKBUFFER", pBack );
  852. if (!pBack[0])
  853. {
  854. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  855. return;
  856. }
  857. IDirect3DSurface9* pDepth = NULL;
  858. if (!pDepth)
  859. target->getCustomAttribute( "D3DZBUFFER", &pDepth );
  860. // Bind render targets
  861. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  862. {
  863. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  864. if (FAILED(hr))
  865. {
  866. String msg = DXGetErrorDescription(hr);
  867. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  868. }
  869. }
  870. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  871. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  872. if (FAILED(hr))
  873. {
  874. String msg = DXGetErrorDescription(hr);
  875. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  876. }
  877. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  878. }
  879. void D3D9RenderSystem::setViewport(Viewport vp)
  880. {
  881. THROW_IF_NOT_CORE_THREAD;
  882. // ok, it's different, time to set render target and viewport params
  883. D3DVIEWPORT9 d3dvp;
  884. HRESULT hr;
  885. // Set render target
  886. RenderTargetPtr target = vp.getTarget();
  887. setRenderTarget(target);
  888. setCullingMode( mCullingMode );
  889. // set viewport dimensions
  890. mViewportWidth = vp.getWidth();
  891. mViewportHeight = vp.getHeight();
  892. mViewportLeft = vp.getX();
  893. mViewportTop = vp.getY();
  894. d3dvp.X = vp.getX();
  895. d3dvp.Y = vp.getY();
  896. d3dvp.Width = vp.getWidth();
  897. d3dvp.Height = vp.getHeight();
  898. if (target->requiresTextureFlipping())
  899. {
  900. // Convert "top-left" to "bottom-left"
  901. d3dvp.Y = target->getHeight() - d3dvp.Height - d3dvp.Y;
  902. }
  903. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  904. d3dvp.MinZ = 0.0f;
  905. d3dvp.MaxZ = 1.0f;
  906. if( FAILED( hr = getActiveD3D9Device()->SetViewport( &d3dvp ) ) )
  907. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  908. // Set sRGB write mode
  909. setRenderState(D3DRS_SRGBWRITEENABLE, target->isHwGammaEnabled());
  910. }
  911. void D3D9RenderSystem::beginFrame()
  912. {
  913. THROW_IF_NOT_CORE_THREAD;
  914. HRESULT hr;
  915. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  916. {
  917. String msg = DXGetErrorDescription(hr);
  918. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  919. }
  920. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  921. mIsFrameInProgress = true;
  922. }
  923. void D3D9RenderSystem::endFrame()
  924. {
  925. THROW_IF_NOT_CORE_THREAD;
  926. HRESULT hr;
  927. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  928. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  929. mIsFrameInProgress = false;
  930. }
  931. void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
  932. {
  933. THROW_IF_NOT_CORE_THREAD;
  934. std::shared_ptr<D3D9VertexDeclaration> d3ddecl = std::static_pointer_cast<D3D9VertexDeclaration>(decl);
  935. HRESULT hr;
  936. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  937. {
  938. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  939. }
  940. }
  941. void D3D9RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  942. {
  943. THROW_IF_NOT_CORE_THREAD;
  944. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  945. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  946. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  947. HRESULT hr;
  948. for(UINT32 i = 0; i < numBuffers; i++)
  949. {
  950. if(buffers[i] != nullptr)
  951. {
  952. D3D9VertexBuffer* d3d9buf = static_cast<D3D9VertexBuffer*>(buffers[i].get());
  953. hr = getActiveD3D9Device()->SetStreamSource(
  954. static_cast<UINT>(index + i),
  955. d3d9buf->getD3D9VertexBuffer(),
  956. 0,
  957. static_cast<UINT>(d3d9buf->getVertexSize()) // stride
  958. );
  959. }
  960. else
  961. {
  962. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  963. }
  964. if (FAILED(hr))
  965. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  966. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  967. }
  968. }
  969. void D3D9RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  970. {
  971. THROW_IF_NOT_CORE_THREAD;
  972. D3D9IndexBuffer* d3dIdxBuf = static_cast<D3D9IndexBuffer*>(buffer.get());
  973. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  974. if (FAILED(hr))
  975. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  976. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  977. }
  978. void D3D9RenderSystem::setDrawOperation(DrawOperationType op)
  979. {
  980. THROW_IF_NOT_CORE_THREAD;
  981. mCurrentDrawOperation = op;
  982. }
  983. void D3D9RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  984. {
  985. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  986. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  987. if(FAILED(hr))
  988. {
  989. String msg = DXGetErrorDescription(hr);
  990. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  991. }
  992. BS_INC_RENDER_STAT(NumDrawCalls);
  993. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  994. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  995. }
  996. void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  997. {
  998. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  999. // do indexed draw operation
  1000. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  1001. getD3D9PrimitiveType(),
  1002. static_cast<UINT>(vertexOffset),
  1003. 0,
  1004. static_cast<UINT>(vertexCount),
  1005. static_cast<UINT>(startIndex),
  1006. static_cast<UINT>(primCount)
  1007. );
  1008. if(FAILED(hr))
  1009. {
  1010. String msg = DXGetErrorDescription(hr);
  1011. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  1012. }
  1013. BS_INC_RENDER_STAT(NumDrawCalls);
  1014. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  1015. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  1016. }
  1017. void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  1018. {
  1019. THROW_IF_NOT_CORE_THREAD;
  1020. mScissorRect.left = static_cast<LONG>(left);
  1021. mScissorRect.top = static_cast<LONG>(top);
  1022. mScissorRect.bottom = static_cast<LONG>(bottom);
  1023. mScissorRect.right = static_cast<LONG>(right);
  1024. }
  1025. void D3D9RenderSystem::setScissorTestEnable(bool enable)
  1026. {
  1027. THROW_IF_NOT_CORE_THREAD;
  1028. HRESULT hr;
  1029. if (enable)
  1030. {
  1031. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1032. {
  1033. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1034. }
  1035. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1036. {
  1037. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1038. }
  1039. }
  1040. else
  1041. {
  1042. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1043. {
  1044. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1045. }
  1046. }
  1047. }
  1048. void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable)
  1049. {
  1050. HRESULT hr;
  1051. if(enable)
  1052. {
  1053. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1054. {
  1055. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1056. }
  1057. }
  1058. else
  1059. {
  1060. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1061. {
  1062. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1063. }
  1064. }
  1065. }
  1066. void D3D9RenderSystem::setAntialiasedLineEnable(bool enable)
  1067. {
  1068. HRESULT hr;
  1069. if(enable)
  1070. {
  1071. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1072. {
  1073. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1074. }
  1075. }
  1076. else
  1077. {
  1078. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1079. {
  1080. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1081. }
  1082. }
  1083. }
  1084. void D3D9RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1085. {
  1086. if(mActiveRenderTarget == nullptr)
  1087. return;
  1088. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  1089. clearArea(buffers, color, depth, stencil, clearRect);
  1090. }
  1091. void D3D9RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1092. {
  1093. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1094. clearArea(buffers, color, depth, stencil, clearRect);
  1095. }
  1096. void D3D9RenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  1097. {
  1098. THROW_IF_NOT_CORE_THREAD;
  1099. if(mActiveRenderTarget == nullptr)
  1100. return;
  1101. DWORD flags = 0;
  1102. if (buffers & FBT_COLOR)
  1103. {
  1104. flags |= D3DCLEAR_TARGET;
  1105. }
  1106. if (buffers & FBT_DEPTH)
  1107. {
  1108. flags |= D3DCLEAR_ZBUFFER;
  1109. }
  1110. // Only try to clear the stencil buffer if supported
  1111. if (buffers & FBT_STENCIL)
  1112. {
  1113. flags |= D3DCLEAR_STENCIL;
  1114. }
  1115. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1116. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  1117. if(!clearEntireTarget)
  1118. {
  1119. D3DRECT clearD3DRect;
  1120. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)mActiveRenderTarget->getWidth() - 1);
  1121. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)mActiveRenderTarget->getWidth() - 1);
  1122. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)mActiveRenderTarget->getHeight() - 1);
  1123. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)mActiveRenderTarget->getHeight() - 1);
  1124. HRESULT hr;
  1125. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1126. {
  1127. String msg = DXGetErrorDescription(hr);
  1128. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1129. }
  1130. }
  1131. else
  1132. {
  1133. HRESULT hr;
  1134. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1135. {
  1136. String msg = DXGetErrorDescription(hr);
  1137. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1138. }
  1139. }
  1140. BS_INC_RENDER_STAT(NumClears);
  1141. }
  1142. IDirect3D9* D3D9RenderSystem::getDirect3D9()
  1143. {
  1144. THROW_IF_NOT_CORE_THREAD;
  1145. return msD3D9RenderSystem->mpD3D;
  1146. }
  1147. UINT D3D9RenderSystem::getResourceCreationDeviceCount()
  1148. {
  1149. THROW_IF_NOT_CORE_THREAD;
  1150. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1151. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1152. {
  1153. return 1;
  1154. }
  1155. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1156. {
  1157. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1158. }
  1159. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1160. return 0;
  1161. }
  1162. IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index)
  1163. {
  1164. THROW_IF_NOT_CORE_THREAD;
  1165. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1166. IDirect3DDevice9* d3d9Device = NULL;
  1167. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1168. {
  1169. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1170. }
  1171. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1172. {
  1173. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1174. }
  1175. else
  1176. {
  1177. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1178. }
  1179. return d3d9Device;
  1180. }
  1181. IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device()
  1182. {
  1183. THROW_IF_NOT_CORE_THREAD;
  1184. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1185. IDirect3DDevice9* d3d9Device;
  1186. d3d9Device = activeDevice->getD3D9Device();
  1187. if (d3d9Device == nullptr)
  1188. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1189. return d3d9Device;
  1190. }
  1191. D3D9ResourceManager* D3D9RenderSystem::getResourceManager()
  1192. {
  1193. // No need to check if we're on core thread as this is synced up internally
  1194. return msD3D9RenderSystem->mResourceManager;
  1195. }
  1196. D3D9DeviceManager* D3D9RenderSystem::getDeviceManager()
  1197. {
  1198. THROW_IF_NOT_CORE_THREAD;
  1199. return msD3D9RenderSystem->mDeviceManager;
  1200. }
  1201. /************************************************************************/
  1202. /* UTILITY METHODS */
  1203. /************************************************************************/
  1204. float D3D9RenderSystem::getHorizontalTexelOffset()
  1205. {
  1206. // D3D considers the origin to be in the center of a pixel
  1207. return -0.5f;
  1208. }
  1209. float D3D9RenderSystem::getVerticalTexelOffset()
  1210. {
  1211. // D3D considers the origin to be in the center of a pixel
  1212. return -0.5f;
  1213. }
  1214. float D3D9RenderSystem::getMinimumDepthInputValue()
  1215. {
  1216. // Range [0.0f, 1.0f]
  1217. return 0.0f;
  1218. }
  1219. float D3D9RenderSystem::getMaximumDepthInputValue()
  1220. {
  1221. // Range [0.0f, 1.0f]
  1222. // D3D inverts even identity view matrices, so maximum INPUT is -1.0
  1223. return -1.0f;
  1224. }
  1225. VertexElementType D3D9RenderSystem::getColorVertexElementType() const
  1226. {
  1227. return VET_COLOR_ARGB;
  1228. }
  1229. void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1230. {
  1231. dest = matrix;
  1232. // Convert depth range from [-1,+1] to [0,1]
  1233. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1234. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1235. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1236. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1237. if (!forGpuProgram)
  1238. {
  1239. // Convert right-handed to left-handed
  1240. dest[0][2] = -dest[0][2];
  1241. dest[1][2] = -dest[1][2];
  1242. dest[2][2] = -dest[2][2];
  1243. dest[3][2] = -dest[3][2];
  1244. }
  1245. }
  1246. /************************************************************************/
  1247. /* PRIVATE */
  1248. /************************************************************************/
  1249. D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const
  1250. {
  1251. if( !mDriverList )
  1252. mDriverList = bs_new<D3D9DriverList>();
  1253. return mDriverList;
  1254. }
  1255. D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const
  1256. {
  1257. switch(mCurrentDrawOperation)
  1258. {
  1259. case DOT_POINT_LIST:
  1260. return D3DPT_POINTLIST;
  1261. case DOT_LINE_LIST:
  1262. return D3DPT_LINELIST;
  1263. case DOT_LINE_STRIP:
  1264. return D3DPT_LINESTRIP;
  1265. case DOT_TRIANGLE_LIST:
  1266. return D3DPT_TRIANGLELIST;
  1267. case DOT_TRIANGLE_STRIP:
  1268. return D3DPT_TRIANGLESTRIP;
  1269. case DOT_TRIANGLE_FAN:
  1270. return D3DPT_TRIANGLEFAN;
  1271. }
  1272. return D3DPT_TRIANGLELIST;
  1273. }
  1274. RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow)
  1275. {
  1276. RenderSystemCapabilities* rsc = mCurrentCapabilities;
  1277. if (rsc == nullptr)
  1278. rsc = bs_new<RenderSystemCapabilities>();
  1279. rsc->setDriverVersion(mDriverVersion);
  1280. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1281. rsc->setRenderSystemName(getName());
  1282. // Init caps to maximum.
  1283. rsc->setCapability(RSC_ANISOTROPY);
  1284. rsc->setCapability(RSC_AUTOMIPMAP);
  1285. rsc->setCapability(RSC_CUBEMAPPING);
  1286. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1287. rsc->setCapability(RSC_STENCIL_WRAP);
  1288. rsc->setCapability(RSC_HWOCCLUSION);
  1289. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1290. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1291. rsc->setCapability(RSC_TEXTURE_3D);
  1292. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1293. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1294. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1295. rsc->setCapability(RSC_POINT_SPRITES);
  1296. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1297. rsc->setMaxPointSize(10.0);
  1298. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1299. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1300. rsc->setStencilBufferBitDepth(8);
  1301. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1302. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1303. {
  1304. D3D9Device* device = mDeviceManager->getDevice(i);
  1305. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1306. IDirect3DSurface9* pSurf;
  1307. // Check for hardware stencil support
  1308. d3d9Device->GetDepthStencilSurface(&pSurf);
  1309. if (pSurf != nullptr)
  1310. {
  1311. D3DSURFACE_DESC surfDesc;
  1312. pSurf->GetDesc(&surfDesc);
  1313. pSurf->Release();
  1314. }
  1315. // Check for hardware occlusion support
  1316. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1317. if (FAILED(hr))
  1318. rsc->unsetCapability(RSC_HWOCCLUSION);
  1319. }
  1320. // Update RS caps using the minimum value found in adapter list.
  1321. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1322. {
  1323. D3D9Driver* pCurDriver = mDriverList->item(i);
  1324. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1325. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1326. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1327. // Check for Anisotropy.
  1328. if (rkCurCaps.MaxAnisotropy <= 1)
  1329. rsc->unsetCapability(RSC_ANISOTROPY);
  1330. // Check automatic mipmap generation.
  1331. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1332. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1333. // Two-sided stencil
  1334. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1335. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1336. // stencil wrap
  1337. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1338. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1339. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1340. // User clip planes
  1341. if (rkCurCaps.MaxUserClipPlanes == 0)
  1342. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1343. // UBYTE4 type?
  1344. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1345. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1346. // Check cube map support.
  1347. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1348. rsc->unsetCapability(RSC_CUBEMAPPING);
  1349. // 3D textures?
  1350. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1351. rsc->unsetCapability(RSC_TEXTURE_3D);
  1352. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1353. {
  1354. // Conditional support for non POW2
  1355. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1356. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1357. }
  1358. // Number of render targets
  1359. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1360. {
  1361. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1362. }
  1363. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1364. {
  1365. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1366. }
  1367. // Point sprites
  1368. if (rkCurCaps.MaxPointSize <= 1.0f)
  1369. {
  1370. rsc->unsetCapability(RSC_POINT_SPRITES);
  1371. // sprites and extended parameters go together in D3D
  1372. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1373. }
  1374. // Take the minimum point size.
  1375. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1376. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1377. // Mipmap LOD biasing?
  1378. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1379. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1380. // Do we support per-stage src_manual constants?
  1381. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1382. // TODO: move this to RSC
  1383. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1384. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1385. // Advanced blend operations? min max subtract rev
  1386. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1387. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1388. }
  1389. // We always support compression, D3DX will decompress if device does not support
  1390. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1391. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1392. updateVertexShaderCaps(rsc);
  1393. updatePixelShaderCaps(rsc);
  1394. // Adapter details
  1395. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1396. // determine vendor
  1397. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1398. switch(adapterID.VendorId)
  1399. {
  1400. case 0x10DE:
  1401. rsc->setVendor(GPU_NVIDIA);
  1402. break;
  1403. case 0x1002:
  1404. rsc->setVendor(GPU_AMD);
  1405. break;
  1406. case 0x163C:
  1407. case 0x8086:
  1408. rsc->setVendor(GPU_INTEL);
  1409. break;
  1410. default:
  1411. rsc->setVendor(GPU_UNKNOWN);
  1412. break;
  1413. };
  1414. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1415. // We always support rendertextures bigger than the frame buffer
  1416. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1417. // Determine if any floating point texture format is supported
  1418. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1419. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1420. D3DFMT_A32B32G32R32F};
  1421. IDirect3DSurface9* bbSurf;
  1422. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1423. D3DSURFACE_DESC bbSurfDesc;
  1424. bbSurf->GetDesc(&bbSurfDesc);
  1425. for (int i = 0; i < 6; ++i)
  1426. {
  1427. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1428. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1429. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1430. {
  1431. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1432. break;
  1433. }
  1434. }
  1435. // Vertex textures
  1436. if (rsc->isShaderProfileSupported("vs_3_0"))
  1437. {
  1438. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1439. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1440. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1441. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1442. }
  1443. else
  1444. {
  1445. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1446. }
  1447. // Check alpha to coverage support
  1448. // this varies per vendor! But at least SM3 is required
  1449. if (rsc->isShaderProfileSupported("ps_3_0"))
  1450. {
  1451. // NVIDIA needs a separate check
  1452. if (rsc->getVendor() == GPU_NVIDIA)
  1453. {
  1454. if (mpD3D->CheckDeviceFormat(
  1455. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1456. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1457. {
  1458. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1459. }
  1460. }
  1461. else if (rsc->getVendor() == GPU_AMD)
  1462. {
  1463. // There is no check on ATI, we have to assume SM3 == support
  1464. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1465. }
  1466. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1467. }
  1468. if (mCurrentCapabilities == nullptr)
  1469. {
  1470. mCurrentCapabilities = rsc;
  1471. mCurrentCapabilities->addShaderProfile("hlsl");
  1472. mCurrentCapabilities->addShaderProfile("cg");
  1473. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1474. GpuProgramManager::instance().addFactory(mHLSLProgramFactory);
  1475. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1476. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1477. // set stages desc. to defaults
  1478. for (UINT32 n = 0; n < mNumTexStages; n++)
  1479. {
  1480. mTexStageDesc[n].coordIndex = 0;
  1481. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1482. mTexStageDesc[n].pTex = 0;
  1483. mTexStageDesc[n].pVertexTex = 0;
  1484. }
  1485. }
  1486. return rsc;
  1487. }
  1488. void D3D9RenderSystem::updateVertexShaderCaps(RenderSystemCapabilities* rsc) const
  1489. {
  1490. UINT16 major = 0xFF;
  1491. UINT16 minor = 0xFF;
  1492. D3DCAPS9 minVSCaps;
  1493. // Find the device with the lowest vertex shader caps.
  1494. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1495. {
  1496. D3D9Driver* pCurDriver = mDriverList->item(i);
  1497. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1498. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1499. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1500. if (currMajor < major)
  1501. {
  1502. major = currMajor;
  1503. minor = currMinor;
  1504. minVSCaps = rkCurCaps;
  1505. }
  1506. else if (currMajor == major && currMinor < minor)
  1507. {
  1508. minor = currMinor;
  1509. minVSCaps = rkCurCaps;
  1510. }
  1511. }
  1512. // In case we didn't found any vertex shader support
  1513. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1514. // software vertex processing is reported there
  1515. if (major == 0 && minor == 0)
  1516. {
  1517. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1518. D3DCAPS9 d3dDeviceCaps9;
  1519. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1520. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1521. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1522. }
  1523. bool vs2x = false;
  1524. bool vs2a = false;
  1525. // Special case detection for vs_2_x/a support
  1526. if (major >= 2)
  1527. {
  1528. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1529. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1530. (minVSCaps.VS20Caps.NumTemps >= 12))
  1531. {
  1532. vs2x = true;
  1533. }
  1534. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1535. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1536. (minVSCaps.VS20Caps.NumTemps >= 13))
  1537. {
  1538. vs2a = true;
  1539. }
  1540. }
  1541. // Populate max param count
  1542. switch (major)
  1543. {
  1544. case 1:
  1545. // No boolean params allowed
  1546. rsc->setVertexProgramConstantBoolCount(0);
  1547. // No integer params allowed
  1548. rsc->setVertexProgramConstantIntCount(0);
  1549. // float params, always 4D
  1550. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1551. break;
  1552. case 2:
  1553. // 16 boolean params allowed
  1554. rsc->setVertexProgramConstantBoolCount(16);
  1555. // 16 integer params allowed, 4D
  1556. rsc->setVertexProgramConstantIntCount(16);
  1557. // float params, always 4D
  1558. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1559. break;
  1560. case 3:
  1561. // 16 boolean params allowed
  1562. rsc->setVertexProgramConstantBoolCount(16);
  1563. // 16 integer params allowed, 4D
  1564. rsc->setVertexProgramConstantIntCount(16);
  1565. // float params, always 4D
  1566. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1567. break;
  1568. }
  1569. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1570. switch(major)
  1571. {
  1572. case 3:
  1573. rsc->addShaderProfile("vs_3_0");
  1574. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1575. case 2:
  1576. if (vs2x)
  1577. {
  1578. rsc->addShaderProfile("vs_2_x");
  1579. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1580. }
  1581. if (vs2a)
  1582. {
  1583. rsc->addShaderProfile("vs_2_a");
  1584. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1585. }
  1586. rsc->addShaderProfile("vs_2_0");
  1587. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1588. case 1:
  1589. rsc->addShaderProfile("vs_1_1");
  1590. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1591. }
  1592. }
  1593. void D3D9RenderSystem::updatePixelShaderCaps(RenderSystemCapabilities* rsc) const
  1594. {
  1595. UINT16 major = 0xFF;
  1596. UINT16 minor = 0xFF;
  1597. D3DCAPS9 minPSCaps;
  1598. // Find the device with the lowest pixel shader caps.
  1599. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1600. {
  1601. D3D9Driver* pCurDriver = mDriverList->item(i);
  1602. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1603. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1604. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1605. if (currMajor < major)
  1606. {
  1607. major = currMajor;
  1608. minor = currMinor;
  1609. minPSCaps = currCaps;
  1610. }
  1611. else if (currMajor == major && currMinor < minor)
  1612. {
  1613. minor = currMinor;
  1614. minPSCaps = currCaps;
  1615. }
  1616. }
  1617. bool ps2a = false;
  1618. bool ps2b = false;
  1619. bool ps2x = false;
  1620. // Special case detection for ps_2_x/a/b support
  1621. if (major >= 2)
  1622. {
  1623. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1624. (minPSCaps.PS20Caps.NumTemps >= 32))
  1625. {
  1626. ps2b = true;
  1627. }
  1628. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1629. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1630. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1631. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1632. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1633. (minPSCaps.PS20Caps.NumTemps >= 22))
  1634. {
  1635. ps2a = true;
  1636. }
  1637. // Does this enough?
  1638. if (ps2a || ps2b)
  1639. {
  1640. ps2x = true;
  1641. }
  1642. }
  1643. switch (major)
  1644. {
  1645. case 1:
  1646. // no boolean params allowed
  1647. rsc->setFragmentProgramConstantBoolCount(0);
  1648. // no integer params allowed
  1649. rsc->setFragmentProgramConstantIntCount(0);
  1650. // float params, always 4D
  1651. rsc->setFragmentProgramConstantFloatCount(8);
  1652. break;
  1653. case 2:
  1654. // 16 boolean params allowed
  1655. rsc->setFragmentProgramConstantBoolCount(16);
  1656. // 16 integer params allowed, 4D
  1657. rsc->setFragmentProgramConstantIntCount(16);
  1658. // float params, always 4D
  1659. rsc->setFragmentProgramConstantFloatCount(32);
  1660. break;
  1661. case 3:
  1662. // 16 boolean params allowed
  1663. rsc->setFragmentProgramConstantBoolCount(16);
  1664. // 16 integer params allowed, 4D
  1665. rsc->setFragmentProgramConstantIntCount(16);
  1666. // float params, always 4D
  1667. rsc->setFragmentProgramConstantFloatCount(224);
  1668. break;
  1669. }
  1670. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1671. switch(major)
  1672. {
  1673. case 3:
  1674. if (minor > 0)
  1675. {
  1676. rsc->addShaderProfile("ps_3_x");
  1677. rsc->addGpuProgramProfile(GPP_PS_3_x, "ps_3_x");
  1678. }
  1679. rsc->addShaderProfile("ps_3_0");
  1680. rsc->addGpuProgramProfile(GPP_PS_3_0, "ps_3_0");
  1681. case 2:
  1682. if (ps2x)
  1683. {
  1684. rsc->addShaderProfile("ps_2_x");
  1685. rsc->addGpuProgramProfile(GPP_PS_2_x, "ps_2_x");
  1686. }
  1687. if (ps2a)
  1688. {
  1689. rsc->addShaderProfile("ps_2_a");
  1690. rsc->addGpuProgramProfile(GPP_PS_2_a, "ps_2_a");
  1691. }
  1692. if (ps2b)
  1693. {
  1694. rsc->addShaderProfile("ps_2_b");
  1695. rsc->addGpuProgramProfile(GPP_PS_2_b, "ps_2_b");
  1696. }
  1697. rsc->addShaderProfile("ps_2_0");
  1698. rsc->addGpuProgramProfile(GPP_PS_2_0, "ps_2_0");
  1699. case 1:
  1700. if (major > 1 || minor >= 4)
  1701. {
  1702. rsc->addShaderProfile("ps_1_4");
  1703. rsc->addGpuProgramProfile(GPP_PS_1_4, "ps_1_4");
  1704. }
  1705. if (major > 1 || minor >= 3)
  1706. {
  1707. rsc->addShaderProfile("ps_1_3");
  1708. rsc->addGpuProgramProfile(GPP_PS_1_3, "ps_1_3");
  1709. }
  1710. if (major > 1 || minor >= 2)
  1711. {
  1712. rsc->addShaderProfile("ps_1_2");
  1713. rsc->addGpuProgramProfile(GPP_PS_1_2, "ps_1_2");
  1714. }
  1715. rsc->addShaderProfile("ps_1_1");
  1716. rsc->addGpuProgramProfile(GPP_PS_1_1, "ps_1_1");
  1717. }
  1718. }
  1719. String D3D9RenderSystem::getErrorDescription(long errorNumber) const
  1720. {
  1721. const String errMsg = DXGetErrorDescription(errorNumber);
  1722. return errMsg;
  1723. }
  1724. void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1725. {
  1726. float plane[4] = { A, B, C, D };
  1727. getActiveD3D9Device()->SetClipPlane (index, plane);
  1728. }
  1729. void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable)
  1730. {
  1731. DWORD prev;
  1732. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1733. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1734. (prev | (1 << index)) : (prev & ~(1 << index)));
  1735. }
  1736. void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device)
  1737. {
  1738. if (mIsFrameInProgress)
  1739. {
  1740. endFrame();
  1741. mRestoreFrameOnReset = true;
  1742. }
  1743. }
  1744. void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device)
  1745. {
  1746. // Reset state attributes.
  1747. mVertexProgramBound = false;
  1748. mFragmentProgramBound = false;
  1749. if (mRestoreFrameOnReset)
  1750. {
  1751. beginFrame();
  1752. mRestoreFrameOnReset = false;
  1753. }
  1754. }
  1755. void D3D9RenderSystem::determineMultisampleSettings(IDirect3DDevice9* d3d9Device,
  1756. UINT32 multisampleCount, const String& multisampleHint, D3DFORMAT d3dPixelFormat,
  1757. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1758. {
  1759. bool ok = false;
  1760. bool qualityHint = multisampleHint.find("Quality") != String::npos;
  1761. UINT32 origCount = multisampleCount;
  1762. D3D9DriverList* driverList = getDirect3DDrivers();
  1763. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1764. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1765. for (UINT32 i = 0; i < driverList->count(); ++i)
  1766. {
  1767. D3D9Driver* currDriver = driverList->item(i);
  1768. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1769. {
  1770. deviceDriver = currDriver;
  1771. break;
  1772. }
  1773. }
  1774. bool tryCSAA = false;
  1775. // NVIDIA, prefer CSAA if available for 8+
  1776. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  1777. // if this is the first window, caps will not be initialised yet
  1778. if (deviceDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  1779. multisampleCount >= 8)
  1780. {
  1781. tryCSAA = true;
  1782. }
  1783. while (!ok)
  1784. {
  1785. // Deal with special cases
  1786. if (tryCSAA)
  1787. {
  1788. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  1789. switch(multisampleCount)
  1790. {
  1791. case 8:
  1792. if (qualityHint)
  1793. {
  1794. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1795. *outMultisampleQuality = 0;
  1796. }
  1797. else
  1798. {
  1799. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1800. *outMultisampleQuality = 2;
  1801. }
  1802. break;
  1803. case 16:
  1804. if (qualityHint)
  1805. {
  1806. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1807. *outMultisampleQuality = 2;
  1808. }
  1809. else
  1810. {
  1811. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1812. *outMultisampleQuality = 4;
  1813. }
  1814. break;
  1815. }
  1816. }
  1817. else // !CSAA
  1818. {
  1819. *outMultisampleType = (D3DMULTISAMPLE_TYPE)multisampleCount;
  1820. *outMultisampleQuality = 0;
  1821. }
  1822. HRESULT hr;
  1823. DWORD outQuality;
  1824. hr = mpD3D->CheckDeviceMultiSampleType(
  1825. deviceDriver->getAdapterNumber(),
  1826. D3DDEVTYPE_HAL,
  1827. d3dPixelFormat,
  1828. !fullScreen,
  1829. *outMultisampleType,
  1830. &outQuality);
  1831. if (SUCCEEDED(hr) &&
  1832. (!tryCSAA || outQuality > *outMultisampleQuality))
  1833. {
  1834. ok = true;
  1835. }
  1836. else
  1837. {
  1838. // downgrade
  1839. if (tryCSAA && multisampleCount == 8)
  1840. {
  1841. // for CSAA, we'll try downgrading with quality mode at all samples.
  1842. // then try without quality, then drop CSAA
  1843. if (qualityHint)
  1844. {
  1845. // drop quality first
  1846. qualityHint = false;
  1847. }
  1848. else
  1849. {
  1850. // drop CSAA entirely
  1851. tryCSAA = false;
  1852. }
  1853. // return to original requested samples
  1854. multisampleCount = origCount;
  1855. }
  1856. else
  1857. {
  1858. // drop samples
  1859. --multisampleCount;
  1860. if (multisampleCount == 1)
  1861. {
  1862. // ran out of options, no multisampling
  1863. multisampleCount = 0;
  1864. ok = true;
  1865. }
  1866. }
  1867. }
  1868. } // while !ok
  1869. }
  1870. void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1871. {
  1872. size_t i;
  1873. size_t numClipPlanes;
  1874. D3DXPLANE dx9ClipPlane;
  1875. DWORD mask = 0;
  1876. HRESULT hr;
  1877. numClipPlanes = clipPlanes.size();
  1878. for (i = 0; i < numClipPlanes; ++i)
  1879. {
  1880. const Plane& plane = clipPlanes[i];
  1881. dx9ClipPlane.a = plane.normal.x;
  1882. dx9ClipPlane.b = plane.normal.y;
  1883. dx9ClipPlane.c = plane.normal.z;
  1884. dx9ClipPlane.d = plane.d;
  1885. // TODO Low priority - Transform planes to clip space?
  1886. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1887. if (FAILED(hr))
  1888. {
  1889. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1890. }
  1891. mask |= (1 << i);
  1892. }
  1893. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1894. if (FAILED(hr))
  1895. {
  1896. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1897. }
  1898. }
  1899. HRESULT D3D9RenderSystem::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1900. {
  1901. return getActiveD3D9Device()->SetRenderState(state, value);
  1902. }
  1903. HRESULT D3D9RenderSystem::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1904. {
  1905. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1906. }
  1907. HRESULT D3D9RenderSystem::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1908. {
  1909. if (stage < 8)
  1910. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1911. else
  1912. return D3D_OK;
  1913. }
  1914. DWORD D3D9RenderSystem::getCurrentAnisotropy(UINT32 unit)
  1915. {
  1916. DWORD oldVal;
  1917. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1918. return oldVal;
  1919. }
  1920. }