CmD3D9RenderSystem.cpp 74 KB

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  1. #include "CmD3D9RenderSystem.h"
  2. #include "CmD3D9Prerequisites.h"
  3. #include "CmD3D9DriverList.h"
  4. #include "CmD3D9Driver.h"
  5. #include "CmD3D9VideoModeList.h"
  6. #include "CmD3D9VideoMode.h"
  7. #include "CmD3D9RenderWindow.h"
  8. #include "CmD3D9TextureManager.h"
  9. #include "CmD3D9Texture.h"
  10. #include "CmMath.h"
  11. #include "CmD3D9HardwareBufferManager.h"
  12. #include "CmD3D9IndexBuffer.h"
  13. #include "CmD3D9VertexBuffer.h"
  14. #include "CmD3D9VertexDeclaration.h"
  15. #include "CmD3D9GpuProgram.h"
  16. #include "CmD3D9HLSLProgramFactory.h"
  17. #include "CmD3D9OcclusionQuery.h"
  18. #include "CmD3D9DeviceManager.h"
  19. #include "CmD3D9ResourceManager.h"
  20. #include "CmD3D9RenderWindowManager.h"
  21. #include "CmGpuProgramManager.h"
  22. #include "CmRenderStateManager.h"
  23. #include "CmAsyncOp.h"
  24. #include "CmBlendState.h"
  25. #include "CmRasterizerState.h"
  26. #include "CmDepthStencilState.h"
  27. #include "CmGpuParams.h"
  28. #include "CmGpuParamDesc.h"
  29. #include "CmGpuParamBlockBuffer.h"
  30. #include "CmCoreThread.h"
  31. #include "CmD3D9QueryManager.h"
  32. #include "CmDebug.h"
  33. #define FLOAT2DWORD(f) *((DWORD*)&f)
  34. // Formats to try, in decreasing order of preference
  35. D3DFORMAT ddDepthStencilFormats[]={
  36. D3DFMT_D24FS8,
  37. D3DFMT_D24S8,
  38. D3DFMT_D24X4S4,
  39. D3DFMT_D24X8,
  40. D3DFMT_D15S1,
  41. D3DFMT_D16,
  42. D3DFMT_D32
  43. };
  44. #define NDSFORMATS (sizeof(ddDepthStencilFormats)/sizeof(D3DFORMAT))
  45. namespace BansheeEngine
  46. {
  47. D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = NULL;
  48. D3D9RenderSystem::D3D9RenderSystem( HINSTANCE hInstance )
  49. : mTexStageDesc(nullptr)
  50. , mNumTexStages(0)
  51. , mCurrentDrawOperation(DOT_TRIANGLE_LIST)
  52. , mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0)
  53. {
  54. // update singleton access pointer.
  55. msD3D9RenderSystem = this;
  56. // set the instance being passed
  57. mhInstance = hInstance;
  58. // set pointers to NULL
  59. mpD3D = NULL;
  60. mDriverList = NULL;
  61. mActiveD3DDriver = NULL;
  62. mUseNVPerfHUD = false;
  63. mHLSLProgramFactory = NULL;
  64. mDeviceManager = NULL;
  65. mResourceManager = nullptr;
  66. mScissorRect.left = 0;
  67. mScissorRect.right = 1280;
  68. mScissorRect.top = 0;
  69. mScissorRect.bottom = 720;
  70. }
  71. D3D9RenderSystem::~D3D9RenderSystem()
  72. {
  73. }
  74. const String& D3D9RenderSystem::getName() const
  75. {
  76. static String strName( "D3D9RenderSystem");
  77. return strName;
  78. }
  79. const String& D3D9RenderSystem::getShadingLanguageName() const
  80. {
  81. static String strName("hlsl");
  82. return strName;
  83. }
  84. void D3D9RenderSystem::initialize_internal(AsyncOp& asyncOp)
  85. {
  86. THROW_IF_NOT_CORE_THREAD;
  87. // Create the resource manager.
  88. mResourceManager = cm_new<D3D9ResourceManager>();
  89. // Create our Direct3D object
  90. if( NULL == (mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) )
  91. CM_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  92. RenderWindow* autoWindow = NULL;
  93. // Init using current settings
  94. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  95. if( !mActiveD3DDriver )
  96. CM_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  97. // get driver version
  98. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  99. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  100. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  101. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  102. // Create the device manager.
  103. mDeviceManager = cm_new<D3D9DeviceManager>();
  104. // Also create hardware buffer manager
  105. HardwareBufferManager::startUp<D3D9HardwareBufferManager>();
  106. // Create & register HLSL factory
  107. mHLSLProgramFactory = cm_new<D3D9HLSLProgramFactory>();
  108. // Create render window manager
  109. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  110. // Create render state manager
  111. RenderStateManager::startUp();
  112. // Create primary window and finalize initialization
  113. RenderWindowPtr primaryWindow = RenderWindow::create(mPrimaryWindowDesc);
  114. D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(primaryWindow.get());
  115. updateRenderSystemCapabilities(d3d9renderWindow);
  116. // Create the texture manager for use by others
  117. TextureManager::startUp<D3D9TextureManager>();
  118. QueryManager::startUp<D3D9QueryManager>();
  119. // call superclass method
  120. RenderSystem::initialize_internal(asyncOp);
  121. asyncOp._completeOperation(primaryWindow);
  122. }
  123. void D3D9RenderSystem::destroy_internal()
  124. {
  125. if(mTexStageDesc != nullptr)
  126. {
  127. cm_deleteN(mTexStageDesc, mNumTexStages);
  128. mTexStageDesc = nullptr;
  129. }
  130. RenderSystem::destroy_internal();
  131. if(mDeviceManager != nullptr)
  132. {
  133. cm_delete(mDeviceManager);
  134. mDeviceManager = nullptr;
  135. }
  136. if(mDriverList != nullptr)
  137. {
  138. cm_delete(mDriverList);
  139. mDriverList = nullptr;
  140. }
  141. mActiveD3DDriver = NULL;
  142. QueryManager::shutDown();
  143. TextureManager::shutDown();
  144. HardwareBufferManager::shutDown();
  145. RenderWindowManager::shutDown();
  146. RenderStateManager::shutDown();
  147. // Deleting the HLSL program factory
  148. if (mHLSLProgramFactory)
  149. {
  150. GpuProgramManager::instance().removeFactory(mHLSLProgramFactory);
  151. cm_delete(mHLSLProgramFactory);
  152. mHLSLProgramFactory = 0;
  153. }
  154. SAFE_RELEASE(mpD3D);
  155. if(mResourceManager != nullptr)
  156. {
  157. cm_delete(mResourceManager);
  158. mResourceManager = nullptr;
  159. }
  160. msD3D9RenderSystem = NULL;
  161. }
  162. void D3D9RenderSystem::registerWindow(RenderWindow& renderWindow)
  163. {
  164. THROW_IF_NOT_CORE_THREAD;
  165. D3D9RenderWindow* d3d9renderWindow = static_cast<D3D9RenderWindow*>(&renderWindow);
  166. String msg;
  167. mResourceManager->lockDeviceAccess();
  168. try
  169. {
  170. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  171. }
  172. catch (const BansheeEngine::RenderingAPIException&)
  173. {
  174. // after catching the exception, clean up
  175. mResourceManager->unlockDeviceAccess();
  176. // re-throw
  177. throw;
  178. }
  179. mResourceManager->unlockDeviceAccess();
  180. }
  181. void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg)
  182. {
  183. THROW_IF_NOT_CORE_THREAD;
  184. if(!prg.isLoaded())
  185. return;
  186. GpuProgramPtr bindingPrg = std::static_pointer_cast<GpuProgram>(prg->getThisPtr());
  187. HRESULT hr;
  188. switch (bindingPrg->getType())
  189. {
  190. case GPT_VERTEX_PROGRAM:
  191. hr = getActiveD3D9Device()->SetVertexShader(
  192. static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
  193. if (FAILED(hr))
  194. {
  195. CM_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  196. }
  197. break;
  198. case GPT_FRAGMENT_PROGRAM:
  199. hr = getActiveD3D9Device()->SetPixelShader(
  200. static_cast<D3D9GpuFragmentProgram*>(bindingPrg.get())->getPixelShader());
  201. if (FAILED(hr))
  202. {
  203. CM_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  204. }
  205. break;
  206. };
  207. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  208. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  209. // This solves such an errors when working with the Debug runtime -
  210. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  211. for (unsigned int nStage=0; nStage < 8; ++nStage)
  212. __SetTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  213. mRenderStats.numGpuProgramBinds++;
  214. RenderSystem::bindGpuProgram(prg);
  215. }
  216. void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  217. {
  218. THROW_IF_NOT_CORE_THREAD;
  219. HRESULT hr;
  220. switch(gptype)
  221. {
  222. case GPT_VERTEX_PROGRAM:
  223. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  224. if (FAILED(hr))
  225. {
  226. CM_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  227. }
  228. break;
  229. case GPT_FRAGMENT_PROGRAM:
  230. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  231. if (FAILED(hr))
  232. {
  233. CM_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  234. }
  235. break;
  236. };
  237. mRenderStats.numGpuProgramBinds++;
  238. RenderSystem::unbindGpuProgram(gptype);
  239. }
  240. void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, BindableGpuParams& bindableParams)
  241. {
  242. THROW_IF_NOT_CORE_THREAD;
  243. bindableParams.updateHardwareBuffers();
  244. const GpuParamDesc& paramDesc = bindableParams.getParamDesc();
  245. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  246. {
  247. HSamplerState& samplerState = bindableParams.getSamplerState(iter->second.slot);
  248. if(samplerState == nullptr)
  249. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  250. else
  251. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  252. }
  253. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  254. {
  255. HTexture texture = bindableParams.getTexture(iter->second.slot);
  256. if(!texture.isLoaded())
  257. setTexture(gptype, iter->second.slot, false, nullptr);
  258. else
  259. setTexture(gptype, iter->second.slot, true, texture.getInternalPtr());
  260. }
  261. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  262. // but it is required in order to have standardized buffer interface.
  263. UnorderedMap<UINT32, UINT8*> bufferData;
  264. for(auto& curParam : paramDesc.params)
  265. {
  266. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  267. auto iterFind = bufferData.find(paramBlockSlot);
  268. if(iterFind == bufferData.end())
  269. {
  270. GpuParamBlockBufferPtr paramBlock = bindableParams.getParamBlockBuffer(paramBlockSlot);
  271. UINT8* data = (UINT8*)cm_alloc<ScratchAlloc>(paramBlock->getSize());
  272. paramBlock->readData(data);
  273. bufferData[paramBlockSlot] = data;
  274. }
  275. }
  276. HRESULT hr;
  277. switch(gptype)
  278. {
  279. case GPT_VERTEX_PROGRAM:
  280. {
  281. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  282. {
  283. const GpuParamDataDesc& paramDesc = iter->second;
  284. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  285. switch(paramDesc.type)
  286. {
  287. case GPDT_FLOAT1:
  288. case GPDT_FLOAT2:
  289. case GPDT_FLOAT3:
  290. case GPDT_FLOAT4:
  291. case GPDT_MATRIX_2X2:
  292. case GPDT_MATRIX_2X3:
  293. case GPDT_MATRIX_2X4:
  294. case GPDT_MATRIX_3X2:
  295. case GPDT_MATRIX_3X3:
  296. case GPDT_MATRIX_3X4:
  297. case GPDT_MATRIX_4X2:
  298. case GPDT_MATRIX_4X3:
  299. case GPDT_MATRIX_4X4:
  300. {
  301. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  302. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  303. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  304. CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  305. break;
  306. }
  307. case GPDT_INT1:
  308. case GPDT_INT2:
  309. case GPDT_INT3:
  310. case GPDT_INT4:
  311. {
  312. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  313. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  314. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  315. CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  316. break;
  317. }
  318. case GPDT_BOOL:
  319. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  320. CM_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  321. break;
  322. }
  323. }
  324. }
  325. break;
  326. case GPT_FRAGMENT_PROGRAM:
  327. {
  328. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  329. {
  330. const GpuParamDataDesc& paramDesc = iter->second;
  331. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  332. switch(paramDesc.type)
  333. {
  334. case GPDT_FLOAT1:
  335. case GPDT_FLOAT2:
  336. case GPDT_FLOAT3:
  337. case GPDT_FLOAT4:
  338. case GPDT_MATRIX_2X2:
  339. case GPDT_MATRIX_2X3:
  340. case GPDT_MATRIX_2X4:
  341. case GPDT_MATRIX_3X2:
  342. case GPDT_MATRIX_3X3:
  343. case GPDT_MATRIX_3X4:
  344. case GPDT_MATRIX_4X2:
  345. case GPDT_MATRIX_4X3:
  346. case GPDT_MATRIX_4X4:
  347. {
  348. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  349. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  350. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  351. CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  352. break;
  353. }
  354. case GPDT_INT1:
  355. case GPDT_INT2:
  356. case GPDT_INT3:
  357. case GPDT_INT4:
  358. {
  359. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  360. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  361. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  362. CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  363. break;
  364. }
  365. case GPDT_BOOL:
  366. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  367. CM_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  368. break;
  369. }
  370. }
  371. }
  372. break;
  373. };
  374. for(auto& curBufferData : bufferData)
  375. {
  376. cm_free<ScratchAlloc>(curBufferData.second);
  377. }
  378. mRenderStats.numGpuParamBufferBinds++;
  379. }
  380. void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& tex)
  381. {
  382. THROW_IF_NOT_CORE_THREAD;
  383. if(!tex->_isBindableAsShaderResource())
  384. CM_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  385. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  386. {
  387. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  388. return;
  389. }
  390. if(gptype == GPT_VERTEX_PROGRAM)
  391. {
  392. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  393. }
  394. HRESULT hr;
  395. D3D9TexturePtr dt = std::static_pointer_cast<D3D9Texture>(tex);
  396. if (enabled && (dt != nullptr))
  397. {
  398. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  399. if (mTexStageDesc[unit].pTex != pTex)
  400. {
  401. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  402. if( hr != S_OK )
  403. {
  404. String str = "Unable to set texture in D3D9";
  405. CM_EXCEPT(RenderingAPIException, str);
  406. }
  407. // set stage desc.
  408. mTexStageDesc[unit].pTex = pTex;
  409. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getTextureType());
  410. // Set gamma now too
  411. if (dt->isHardwareGammaReadToBeUsed())
  412. {
  413. __SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  414. }
  415. else
  416. {
  417. __SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  418. }
  419. mRenderStats.numTextureBinds++;
  420. mRenderStats.numSamplerBinds++;
  421. }
  422. }
  423. else
  424. {
  425. if (mTexStageDesc[unit].pTex != 0)
  426. {
  427. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  428. if( hr != S_OK )
  429. {
  430. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  431. CM_EXCEPT(RenderingAPIException, str);
  432. }
  433. mRenderStats.numTextureBinds++;
  434. }
  435. hr = __SetTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  436. if( hr != S_OK )
  437. {
  438. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  439. CM_EXCEPT(RenderingAPIException, str);
  440. }
  441. // set stage desc. to defaults
  442. mTexStageDesc[unit].pTex = 0;
  443. mTexStageDesc[unit].coordIndex = 0;
  444. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  445. }
  446. }
  447. void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  448. {
  449. THROW_IF_NOT_CORE_THREAD;
  450. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  451. {
  452. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  453. return;
  454. }
  455. if(gptype == GPT_VERTEX_PROGRAM)
  456. {
  457. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  458. }
  459. // Set texture layer filtering
  460. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  461. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  462. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  463. // Set texture layer filtering
  464. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  465. // Set mipmap biasing
  466. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  467. // Texture addressing mode
  468. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  469. setTextureAddressingMode(unit, uvw);
  470. // Set border color
  471. setTextureBorderColor(unit, state->getBorderColor());
  472. mRenderStats.numSamplerBinds++;
  473. }
  474. void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState)
  475. {
  476. THROW_IF_NOT_CORE_THREAD;
  477. // Alpha to coverage
  478. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  479. // Blend states
  480. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  481. if(blendState->getBlendEnabled(0))
  482. {
  483. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
  484. , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  485. }
  486. else
  487. {
  488. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  489. }
  490. // Color write mask
  491. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  492. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  493. mRenderStats.numBlendStateChanges++;
  494. }
  495. void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  496. {
  497. THROW_IF_NOT_CORE_THREAD;
  498. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  499. setCullingMode(rasterizerState->getCullMode());
  500. setPolygonMode(rasterizerState->getPolygonMode());
  501. setScissorTestEnable(rasterizerState->getScissorEnable());
  502. setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable());
  503. setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable());
  504. mRenderStats.numRasterizerStateChanges++;
  505. }
  506. void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  507. {
  508. THROW_IF_NOT_CORE_THREAD;
  509. // Set stencil buffer options
  510. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  511. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  512. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true);
  513. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  514. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false);
  515. setStencilBufferReadMask(depthStencilState->getStencilReadMask());
  516. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  517. // Set depth buffer options
  518. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  519. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  520. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  521. // Set stencil ref value
  522. setStencilRefValue(stencilRefValue);
  523. mRenderStats.numDepthStencilStateChanges++;
  524. }
  525. void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias)
  526. {
  527. THROW_IF_NOT_CORE_THREAD;
  528. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  529. {
  530. // ugh - have to pass float data through DWORD with no conversion
  531. HRESULT hr = __SetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  532. *(DWORD*)&bias);
  533. if(FAILED(hr))
  534. CM_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  535. }
  536. }
  537. void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage,
  538. const UVWAddressingMode& uvw )
  539. {
  540. THROW_IF_NOT_CORE_THREAD;
  541. HRESULT hr;
  542. if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  543. CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  544. if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  545. CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  546. if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  547. CM_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  548. }
  549. void D3D9RenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  550. {
  551. THROW_IF_NOT_CORE_THREAD;
  552. HRESULT hr;
  553. if( FAILED( hr = __SetSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  554. CM_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  555. }
  556. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  557. {
  558. THROW_IF_NOT_CORE_THREAD;
  559. HRESULT hr;
  560. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  561. {
  562. if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  563. CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  564. }
  565. else
  566. {
  567. if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  568. CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  569. if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  570. CM_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  571. if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  572. CM_EXCEPT(RenderingAPIException, "Failed to set source blend");
  573. if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  574. CM_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  575. }
  576. if (FAILED(hr = __SetRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  577. CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  578. if (FAILED(hr = __SetRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  579. CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  580. }
  581. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  582. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  583. {
  584. THROW_IF_NOT_CORE_THREAD;
  585. HRESULT hr;
  586. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  587. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  588. {
  589. if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  590. CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  591. }
  592. else
  593. {
  594. if (FAILED(hr = __SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  595. CM_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  596. if (FAILED(hr = __SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  597. CM_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  598. if( FAILED( hr = __SetRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  599. CM_EXCEPT(RenderingAPIException, "Failed to set source blend");
  600. if( FAILED( hr = __SetRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  601. CM_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  602. if( FAILED( hr = __SetRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  603. CM_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  604. if( FAILED( hr = __SetRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  605. CM_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  606. }
  607. if (FAILED(hr = __SetRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  608. CM_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  609. if (FAILED(hr = __SetRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  610. CM_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  611. }
  612. void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  613. {
  614. THROW_IF_NOT_CORE_THREAD;
  615. HRESULT hr;
  616. if (func != CMPF_ALWAYS_PASS)
  617. {
  618. if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  619. CM_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  620. }
  621. else
  622. {
  623. if( FAILED( hr = __SetRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  624. CM_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  625. }
  626. // Set always just be sure
  627. if( FAILED( hr = __SetRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  628. CM_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  629. if( FAILED( hr = __SetRenderState( D3DRS_ALPHAREF, value ) ) )
  630. CM_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  631. }
  632. void D3D9RenderSystem::setAlphaToCoverage(bool enable)
  633. {
  634. THROW_IF_NOT_CORE_THREAD;
  635. HRESULT hr;
  636. static bool lasta2c = false;
  637. // Alpha to coverage
  638. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  639. {
  640. // Vendor-specific hacks on renderstate, gotta love 'em
  641. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  642. {
  643. if (enable)
  644. {
  645. if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  646. CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  647. }
  648. else
  649. {
  650. if( FAILED( hr = __SetRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  651. CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  652. }
  653. }
  654. else if ((getCapabilities()->getVendor() == GPU_AMD))
  655. {
  656. if (enable)
  657. {
  658. if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  659. CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  660. }
  661. else
  662. {
  663. // discovered this through trial and error, seems to work
  664. if( FAILED( hr = __SetRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  665. CM_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  666. }
  667. }
  668. lasta2c = enable;
  669. }
  670. }
  671. void D3D9RenderSystem::setCullingMode(CullingMode mode)
  672. {
  673. THROW_IF_NOT_CORE_THREAD;
  674. mCullingMode = mode;
  675. HRESULT hr;
  676. if( FAILED (hr = __SetRenderState(D3DRS_CULLMODE,
  677. D3D9Mappings::get(mode, false))) )
  678. CM_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  679. }
  680. void D3D9RenderSystem::setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction)
  681. {
  682. THROW_IF_NOT_CORE_THREAD;
  683. setDepthBufferCheckEnabled( depthTest );
  684. setDepthBufferWriteEnabled( depthWrite );
  685. setDepthBufferFunction( depthFunction );
  686. }
  687. void D3D9RenderSystem::setDepthBufferCheckEnabled(bool enabled)
  688. {
  689. THROW_IF_NOT_CORE_THREAD;
  690. HRESULT hr;
  691. if( enabled )
  692. hr = __SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  693. else
  694. hr = __SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  695. if(FAILED(hr))
  696. CM_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  697. }
  698. void D3D9RenderSystem::setDepthBufferWriteEnabled(bool enabled)
  699. {
  700. THROW_IF_NOT_CORE_THREAD;
  701. HRESULT hr;
  702. if( FAILED( hr = __SetRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  703. CM_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  704. }
  705. void D3D9RenderSystem::setDepthBufferFunction(CompareFunction func)
  706. {
  707. THROW_IF_NOT_CORE_THREAD;
  708. HRESULT hr;
  709. if( FAILED( hr = __SetRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  710. CM_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  711. }
  712. void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  713. {
  714. THROW_IF_NOT_CORE_THREAD;
  715. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  716. {
  717. // Negate bias since D3D is backward
  718. // D3D also expresses the constant bias as an absolute value, rather than
  719. // relative to minimum depth unit, so scale to fit
  720. constantBias = -constantBias / 250000.0f;
  721. HRESULT hr = __SetRenderState(D3DRS_DEPTHBIAS, FLOAT2DWORD(constantBias));
  722. if (FAILED(hr))
  723. CM_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  724. }
  725. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  726. {
  727. // Negate bias since D3D is backward
  728. slopeScaleBias = -slopeScaleBias;
  729. HRESULT hr = __SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, FLOAT2DWORD(slopeScaleBias));
  730. if (FAILED(hr))
  731. CM_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  732. }
  733. }
  734. void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  735. {
  736. THROW_IF_NOT_CORE_THREAD;
  737. DWORD val = 0;
  738. if (red)
  739. val |= D3DCOLORWRITEENABLE_RED;
  740. if (green)
  741. val |= D3DCOLORWRITEENABLE_GREEN;
  742. if (blue)
  743. val |= D3DCOLORWRITEENABLE_BLUE;
  744. if (alpha)
  745. val |= D3DCOLORWRITEENABLE_ALPHA;
  746. HRESULT hr = __SetRenderState(D3DRS_COLORWRITEENABLE, val);
  747. if (FAILED(hr))
  748. CM_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  749. }
  750. void D3D9RenderSystem::setPolygonMode(PolygonMode level)
  751. {
  752. THROW_IF_NOT_CORE_THREAD;
  753. HRESULT hr = __SetRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  754. if (FAILED(hr))
  755. CM_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  756. }
  757. void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
  758. {
  759. THROW_IF_NOT_CORE_THREAD;
  760. // Allow stencilling
  761. HRESULT hr = __SetRenderState(D3DRS_STENCILENABLE, enabled);
  762. if (FAILED(hr))
  763. CM_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  764. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  765. {
  766. hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  767. if (FAILED(hr))
  768. CM_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  769. }
  770. else
  771. {
  772. hr = __SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  773. if (FAILED(hr))
  774. CM_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  775. }
  776. }
  777. void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  778. {
  779. THROW_IF_NOT_CORE_THREAD;
  780. HRESULT hr;
  781. // 2-sided operation
  782. if (ccw)
  783. {
  784. // fail op
  785. hr = __SetRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  786. if (FAILED(hr))
  787. CM_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  788. // depth fail op
  789. hr = __SetRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  790. if (FAILED(hr))
  791. CM_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  792. // pass op
  793. hr = __SetRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  794. if (FAILED(hr))
  795. CM_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  796. }
  797. else
  798. {
  799. // fail op
  800. hr = __SetRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  801. if (FAILED(hr))
  802. CM_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  803. // depth fail op
  804. hr = __SetRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  805. if (FAILED(hr))
  806. CM_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  807. // pass op
  808. hr = __SetRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  809. if (FAILED(hr))
  810. CM_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  811. }
  812. }
  813. void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw)
  814. {
  815. HRESULT hr;
  816. if(ccw)
  817. hr = __SetRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  818. else
  819. hr = __SetRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  820. if (FAILED(hr))
  821. CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  822. }
  823. void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask)
  824. {
  825. HRESULT hr = __SetRenderState(D3DRS_STENCILMASK, mask);
  826. if (FAILED(hr))
  827. CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  828. }
  829. void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask)
  830. {
  831. HRESULT hr = __SetRenderState(D3DRS_STENCILWRITEMASK, mask);
  832. if (FAILED(hr))
  833. CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  834. }
  835. void D3D9RenderSystem::setStencilRefValue(UINT32 refValue)
  836. {
  837. THROW_IF_NOT_CORE_THREAD;
  838. HRESULT hr = __SetRenderState(D3DRS_STENCILREF, refValue);
  839. if (FAILED(hr))
  840. CM_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  841. }
  842. void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  843. {
  844. THROW_IF_NOT_CORE_THREAD;
  845. HRESULT hr;
  846. D3D9Mappings::eD3DTexType texType = mTexStageDesc[unit].texType;
  847. hr = __SetSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  848. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  849. if (FAILED(hr))
  850. CM_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  851. }
  852. void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  853. {
  854. THROW_IF_NOT_CORE_THREAD;
  855. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  856. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  857. if (_getCurrentAnisotropy(unit) != maxAnisotropy)
  858. __SetSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  859. }
  860. void D3D9RenderSystem::setRenderTarget(RenderTargetPtr target)
  861. {
  862. THROW_IF_NOT_CORE_THREAD;
  863. mActiveRenderTarget = target;
  864. HRESULT hr;
  865. // Possibly change device if the target is a window
  866. if (target->isWindow())
  867. {
  868. D3D9RenderWindow* window = static_cast<D3D9RenderWindow*>(target.get());
  869. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  870. window->_validateDevice();
  871. }
  872. // Retrieve render surfaces
  873. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  874. IDirect3DSurface9** pBack = cm_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  875. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  876. target->getCustomAttribute( "DDBACKBUFFER", pBack );
  877. if (!pBack[0])
  878. {
  879. cm_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  880. return;
  881. }
  882. IDirect3DSurface9* pDepth = NULL;
  883. if (!pDepth)
  884. target->getCustomAttribute( "D3DZBUFFER", &pDepth );
  885. // Bind render targets
  886. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  887. {
  888. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  889. if (FAILED(hr))
  890. {
  891. String msg = DXGetErrorDescription(hr);
  892. CM_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  893. }
  894. }
  895. cm_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  896. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  897. if (FAILED(hr))
  898. {
  899. String msg = DXGetErrorDescription(hr);
  900. CM_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  901. }
  902. mRenderStats.numRenderTargetChanges++;
  903. }
  904. void D3D9RenderSystem::setViewport(const ViewportPtr& vp)
  905. {
  906. THROW_IF_NOT_CORE_THREAD;
  907. assert(vp != nullptr);
  908. // ok, it's different, time to set render target and viewport params
  909. D3DVIEWPORT9 d3dvp;
  910. HRESULT hr;
  911. // Set render target
  912. RenderTargetPtr target = vp->getTarget();
  913. setRenderTarget(target);
  914. setCullingMode( mCullingMode );
  915. // set viewport dimensions
  916. mViewportWidth = vp->getWidth();
  917. mViewportHeight = vp->getHeight();
  918. mViewportLeft = vp->getX();
  919. mViewportTop = vp->getY();
  920. d3dvp.X = vp->getX();
  921. d3dvp.Y = vp->getY();
  922. d3dvp.Width = vp->getWidth();
  923. d3dvp.Height = vp->getHeight();
  924. if (target->requiresTextureFlipping())
  925. {
  926. // Convert "top-left" to "bottom-left"
  927. d3dvp.Y = target->getHeight() - d3dvp.Height - d3dvp.Y;
  928. }
  929. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  930. d3dvp.MinZ = 0.0f;
  931. d3dvp.MaxZ = 1.0f;
  932. if( FAILED( hr = getActiveD3D9Device()->SetViewport( &d3dvp ) ) )
  933. CM_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  934. // Set sRGB write mode
  935. __SetRenderState(D3DRS_SRGBWRITEENABLE, target->isHwGammaEnabled());
  936. }
  937. void D3D9RenderSystem::beginFrame()
  938. {
  939. THROW_IF_NOT_CORE_THREAD;
  940. HRESULT hr;
  941. if( FAILED( hr = getActiveD3D9Device()->BeginScene() ) )
  942. {
  943. String msg = DXGetErrorDescription(hr);
  944. CM_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  945. }
  946. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  947. }
  948. void D3D9RenderSystem::endFrame()
  949. {
  950. THROW_IF_NOT_CORE_THREAD;
  951. HRESULT hr;
  952. if( FAILED( hr = getActiveD3D9Device()->EndScene() ) )
  953. CM_EXCEPT(RenderingAPIException, "Error ending frame");
  954. mDeviceManager->destroyInactiveRenderDevices();
  955. }
  956. void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
  957. {
  958. THROW_IF_NOT_CORE_THREAD;
  959. HRESULT hr;
  960. std::shared_ptr<D3D9VertexDeclaration> d3ddecl =
  961. std::static_pointer_cast<D3D9VertexDeclaration>(decl);
  962. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  963. {
  964. CM_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  965. }
  966. }
  967. void D3D9RenderSystem::setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers)
  968. {
  969. THROW_IF_NOT_CORE_THREAD;
  970. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  971. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  972. CM_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  973. HRESULT hr;
  974. for(UINT32 i = 0; i < numBuffers; i++)
  975. {
  976. if(buffers[i] != nullptr)
  977. {
  978. D3D9VertexBuffer* d3d9buf = static_cast<D3D9VertexBuffer*>(buffers[i].get());
  979. hr = getActiveD3D9Device()->SetStreamSource(
  980. static_cast<UINT>(index + i),
  981. d3d9buf->getD3D9VertexBuffer(),
  982. 0,
  983. static_cast<UINT>(d3d9buf->getVertexSize()) // stride
  984. );
  985. }
  986. else
  987. {
  988. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  989. }
  990. if (FAILED(hr))
  991. CM_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  992. mRenderStats.numVertexBufferBinds++;
  993. }
  994. }
  995. void D3D9RenderSystem::setIndexBuffer(const IndexBufferPtr& buffer)
  996. {
  997. THROW_IF_NOT_CORE_THREAD;
  998. D3D9IndexBuffer* d3dIdxBuf = static_cast<D3D9IndexBuffer*>(buffer.get());
  999. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  1000. if (FAILED(hr))
  1001. CM_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  1002. mRenderStats.numIndexBufferBinds++;
  1003. }
  1004. void D3D9RenderSystem::setDrawOperation(DrawOperationType op)
  1005. {
  1006. THROW_IF_NOT_CORE_THREAD;
  1007. mCurrentDrawOperation = op;
  1008. }
  1009. void D3D9RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  1010. {
  1011. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  1012. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  1013. if(FAILED(hr))
  1014. {
  1015. String msg = DXGetErrorDescription(hr);
  1016. CM_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  1017. }
  1018. mRenderStats.numDrawCalls++;
  1019. mRenderStats.numVertices += vertexCount;
  1020. mRenderStats.numPrimitives += primCount;
  1021. }
  1022. void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  1023. {
  1024. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  1025. // do indexed draw operation
  1026. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  1027. getD3D9PrimitiveType(),
  1028. static_cast<UINT>(vertexOffset),
  1029. 0,
  1030. static_cast<UINT>(vertexCount),
  1031. static_cast<UINT>(startIndex),
  1032. static_cast<UINT>(primCount)
  1033. );
  1034. if(FAILED(hr))
  1035. {
  1036. String msg = DXGetErrorDescription(hr);
  1037. CM_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  1038. }
  1039. mRenderStats.numDrawCalls++;
  1040. mRenderStats.numVertices += vertexCount;
  1041. mRenderStats.numPrimitives += primCount;
  1042. }
  1043. void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  1044. {
  1045. THROW_IF_NOT_CORE_THREAD;
  1046. mScissorRect.left = static_cast<LONG>(left);
  1047. mScissorRect.top = static_cast<LONG>(top);
  1048. mScissorRect.bottom = static_cast<LONG>(bottom);
  1049. mScissorRect.right = static_cast<LONG>(right);
  1050. }
  1051. void D3D9RenderSystem::setScissorTestEnable(bool enable)
  1052. {
  1053. THROW_IF_NOT_CORE_THREAD;
  1054. HRESULT hr;
  1055. if (enable)
  1056. {
  1057. if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1058. {
  1059. CM_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1060. }
  1061. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1062. {
  1063. CM_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1064. }
  1065. }
  1066. else
  1067. {
  1068. if (FAILED(hr = __SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1069. {
  1070. CM_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1071. }
  1072. }
  1073. }
  1074. void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable)
  1075. {
  1076. HRESULT hr;
  1077. if(enable)
  1078. {
  1079. if (FAILED(hr = __SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1080. {
  1081. CM_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1082. }
  1083. }
  1084. else
  1085. {
  1086. if (FAILED(hr = __SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1087. {
  1088. CM_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1089. }
  1090. }
  1091. }
  1092. void D3D9RenderSystem::setAntialiasedLineEnable(bool enable)
  1093. {
  1094. HRESULT hr;
  1095. if(enable)
  1096. {
  1097. if (FAILED(hr = __SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1098. {
  1099. CM_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1100. }
  1101. }
  1102. else
  1103. {
  1104. if (FAILED(hr = __SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1105. {
  1106. CM_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1107. }
  1108. }
  1109. }
  1110. void D3D9RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1111. {
  1112. if(mActiveRenderTarget == nullptr)
  1113. return;
  1114. RectI clearRect(0, 0, mActiveRenderTarget->getWidth(), mActiveRenderTarget->getHeight());
  1115. clearArea(buffers, color, depth, stencil, clearRect);
  1116. }
  1117. void D3D9RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1118. {
  1119. RectI clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1120. clearArea(buffers, color, depth, stencil, clearRect);
  1121. }
  1122. void D3D9RenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const RectI& clearRect)
  1123. {
  1124. THROW_IF_NOT_CORE_THREAD;
  1125. if(mActiveRenderTarget == nullptr)
  1126. return;
  1127. DWORD flags = 0;
  1128. if (buffers & FBT_COLOR)
  1129. {
  1130. flags |= D3DCLEAR_TARGET;
  1131. }
  1132. if (buffers & FBT_DEPTH)
  1133. {
  1134. flags |= D3DCLEAR_ZBUFFER;
  1135. }
  1136. // Only try to clear the stencil buffer if supported
  1137. if (buffers & FBT_STENCIL)
  1138. {
  1139. flags |= D3DCLEAR_STENCIL;
  1140. }
  1141. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1142. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == mActiveRenderTarget->getWidth() && clearRect.height == mActiveRenderTarget->getHeight());
  1143. if(!clearEntireTarget)
  1144. {
  1145. D3DRECT clearD3DRect;
  1146. clearD3DRect.x1 = clearRect.x;
  1147. clearD3DRect.x2 = clearD3DRect.x1 + clearRect.width;
  1148. clearD3DRect.y1 = clearRect.y;
  1149. clearD3DRect.y2 = clearD3DRect.y1 + clearRect.height;
  1150. HRESULT hr;
  1151. if(FAILED( hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1152. {
  1153. String msg = DXGetErrorDescription(hr);
  1154. CM_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1155. }
  1156. }
  1157. else
  1158. {
  1159. HRESULT hr;
  1160. if(FAILED( hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1161. {
  1162. String msg = DXGetErrorDescription(hr);
  1163. CM_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1164. }
  1165. }
  1166. mRenderStats.numClears++;
  1167. }
  1168. IDirect3D9* D3D9RenderSystem::getDirect3D9()
  1169. {
  1170. THROW_IF_NOT_CORE_THREAD;
  1171. IDirect3D9* pDirect3D9 = msD3D9RenderSystem->mpD3D;
  1172. if (pDirect3D9 == NULL)
  1173. {
  1174. CM_EXCEPT(InvalidParametersException, "Direct3D9 interface is NULL !!!");
  1175. }
  1176. return pDirect3D9;
  1177. }
  1178. UINT D3D9RenderSystem::getResourceCreationDeviceCount()
  1179. {
  1180. THROW_IF_NOT_CORE_THREAD;
  1181. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1182. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1183. {
  1184. return 1;
  1185. }
  1186. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1187. {
  1188. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1189. }
  1190. CM_EXCEPT(InvalidParametersException, "Invalid resource creation policy !!!" );
  1191. return 0;
  1192. }
  1193. IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index)
  1194. {
  1195. THROW_IF_NOT_CORE_THREAD;
  1196. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1197. IDirect3DDevice9* d3d9Device = NULL;
  1198. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1199. {
  1200. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1201. }
  1202. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1203. {
  1204. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1205. }
  1206. else
  1207. {
  1208. CM_EXCEPT(InvalidParametersException, "Invalid resource creation policy !!!" );
  1209. }
  1210. return d3d9Device;
  1211. }
  1212. IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device()
  1213. {
  1214. THROW_IF_NOT_CORE_THREAD;
  1215. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1216. IDirect3DDevice9* d3d9Device;
  1217. d3d9Device = activeDevice->getD3D9Device();
  1218. if (d3d9Device == NULL)
  1219. {
  1220. CM_EXCEPT(InvalidParametersException, "Current d3d9 device is NULL !!!" );
  1221. }
  1222. return d3d9Device;
  1223. }
  1224. D3D9ResourceManager* D3D9RenderSystem::getResourceManager()
  1225. {
  1226. // No need to check if we're on core thread as this is synced up internally
  1227. return msD3D9RenderSystem->mResourceManager;
  1228. }
  1229. D3D9DeviceManager* D3D9RenderSystem::getDeviceManager()
  1230. {
  1231. THROW_IF_NOT_CORE_THREAD;
  1232. return msD3D9RenderSystem->mDeviceManager;
  1233. }
  1234. /************************************************************************/
  1235. /* UTILITY METHODS */
  1236. /************************************************************************/
  1237. float D3D9RenderSystem::getHorizontalTexelOffset()
  1238. {
  1239. // D3D considers the origin to be in the center of a pixel
  1240. return -0.5f;
  1241. }
  1242. float D3D9RenderSystem::getVerticalTexelOffset()
  1243. {
  1244. // D3D considers the origin to be in the center of a pixel
  1245. return -0.5f;
  1246. }
  1247. float D3D9RenderSystem::getMinimumDepthInputValue()
  1248. {
  1249. // Range [0.0f, 1.0f]
  1250. return 0.0f;
  1251. }
  1252. float D3D9RenderSystem::getMaximumDepthInputValue()
  1253. {
  1254. // Range [0.0f, 1.0f]
  1255. // D3D inverts even identity view matrices, so maximum INPUT is -1.0
  1256. return -1.0f;
  1257. }
  1258. VertexElementType D3D9RenderSystem::getColorVertexElementType() const
  1259. {
  1260. return VET_COLOR_ARGB;
  1261. }
  1262. void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram)
  1263. {
  1264. dest = matrix;
  1265. // Convert depth range from [-1,+1] to [0,1]
  1266. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1267. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1268. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1269. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1270. if (!forGpuProgram)
  1271. {
  1272. // Convert right-handed to left-handed
  1273. dest[0][2] = -dest[0][2];
  1274. dest[1][2] = -dest[1][2];
  1275. dest[2][2] = -dest[2][2];
  1276. dest[3][2] = -dest[3][2];
  1277. }
  1278. }
  1279. /************************************************************************/
  1280. /* PRIVATE */
  1281. /************************************************************************/
  1282. D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const
  1283. {
  1284. if( !mDriverList )
  1285. mDriverList = cm_new<D3D9DriverList>();
  1286. return mDriverList;
  1287. }
  1288. D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const
  1289. {
  1290. switch(mCurrentDrawOperation)
  1291. {
  1292. case DOT_POINT_LIST:
  1293. return D3DPT_POINTLIST;
  1294. case DOT_LINE_LIST:
  1295. return D3DPT_LINELIST;
  1296. case DOT_LINE_STRIP:
  1297. return D3DPT_LINESTRIP;
  1298. case DOT_TRIANGLE_LIST:
  1299. return D3DPT_TRIANGLELIST;
  1300. case DOT_TRIANGLE_STRIP:
  1301. return D3DPT_TRIANGLESTRIP;
  1302. case DOT_TRIANGLE_FAN:
  1303. return D3DPT_TRIANGLEFAN;
  1304. }
  1305. return D3DPT_TRIANGLELIST;
  1306. }
  1307. bool D3D9RenderSystem::_checkMultiSampleQuality(D3DMULTISAMPLE_TYPE type, DWORD *outQuality, D3DFORMAT format,
  1308. UINT adapterNum, D3DDEVTYPE deviceType, BOOL fullScreen)
  1309. {
  1310. HRESULT hr;
  1311. hr = mpD3D->CheckDeviceMultiSampleType(
  1312. adapterNum,
  1313. deviceType,
  1314. format,
  1315. fullScreen,
  1316. type,
  1317. outQuality);
  1318. if (SUCCEEDED(hr))
  1319. return true;
  1320. else
  1321. return false;
  1322. }
  1323. RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow)
  1324. {
  1325. RenderSystemCapabilities* rsc = mCurrentCapabilities;
  1326. if (rsc == NULL)
  1327. rsc = cm_new<RenderSystemCapabilities>();
  1328. rsc->setDriverVersion(mDriverVersion);
  1329. rsc->setDeviceName(mActiveD3DDriver->DriverDescription());
  1330. rsc->setRenderSystemName(getName());
  1331. // Init caps to maximum.
  1332. rsc->setCapability(RSC_ANISOTROPY);
  1333. rsc->setCapability(RSC_AUTOMIPMAP);
  1334. rsc->setCapability(RSC_CUBEMAPPING);
  1335. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1336. rsc->setCapability(RSC_STENCIL_WRAP);
  1337. rsc->setCapability(RSC_HWOCCLUSION);
  1338. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1339. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1340. rsc->setCapability(RSC_TEXTURE_3D);
  1341. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1342. rsc->setNumMultiRenderTargets(CM_MAX_MULTIPLE_RENDER_TARGETS);
  1343. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1344. rsc->setCapability(RSC_POINT_SPRITES);
  1345. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1346. rsc->setMaxPointSize(10.0);
  1347. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1348. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1349. rsc->setStencilBufferBitDepth(8);
  1350. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1351. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1352. {
  1353. D3D9Device* device = mDeviceManager->getDevice(i);
  1354. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1355. IDirect3DSurface9* pSurf;
  1356. // Check for hardware stencil support
  1357. d3d9Device->GetDepthStencilSurface(&pSurf);
  1358. if (pSurf != NULL)
  1359. {
  1360. D3DSURFACE_DESC surfDesc;
  1361. pSurf->GetDesc(&surfDesc);
  1362. pSurf->Release();
  1363. }
  1364. // Check for hardware occlusion support
  1365. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1366. if (FAILED(hr))
  1367. rsc->unsetCapability(RSC_HWOCCLUSION);
  1368. }
  1369. // Update RS caps using the minimum value found in adapter list.
  1370. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1371. {
  1372. D3D9Driver* pCurDriver = mDriverList->item(i);
  1373. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1374. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1375. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1376. // Check for Anisotropy.
  1377. if (rkCurCaps.MaxAnisotropy <= 1)
  1378. rsc->unsetCapability(RSC_ANISOTROPY);
  1379. // Check automatic mipmap generation.
  1380. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1381. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1382. // Two-sided stencil
  1383. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1384. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1385. // stencil wrap
  1386. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1387. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1388. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1389. // User clip planes
  1390. if (rkCurCaps.MaxUserClipPlanes == 0)
  1391. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1392. // UBYTE4 type?
  1393. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1394. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1395. // Check cube map support.
  1396. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1397. rsc->unsetCapability(RSC_CUBEMAPPING);
  1398. // 3D textures?
  1399. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1400. rsc->unsetCapability(RSC_TEXTURE_3D);
  1401. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1402. {
  1403. // Conditional support for non POW2
  1404. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1405. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1406. }
  1407. // Number of render targets
  1408. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1409. {
  1410. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)CM_MAX_MULTIPLE_RENDER_TARGETS));
  1411. }
  1412. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1413. {
  1414. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1415. }
  1416. // Point sprites
  1417. if (rkCurCaps.MaxPointSize <= 1.0f)
  1418. {
  1419. rsc->unsetCapability(RSC_POINT_SPRITES);
  1420. // sprites and extended parameters go together in D3D
  1421. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1422. }
  1423. // Take the minimum point size.
  1424. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1425. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1426. // Mipmap LOD biasing?
  1427. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1428. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1429. // Do we support per-stage src_manual constants?
  1430. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1431. // TODO: move this to RSC
  1432. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1433. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1434. // Advanced blend operations? min max subtract rev
  1435. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1436. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1437. }
  1438. // We always support compression, D3DX will decompress if device does not support
  1439. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1440. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1441. convertVertexShaderCaps(rsc);
  1442. convertPixelShaderCaps(rsc);
  1443. // Adapter details
  1444. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1445. // determine vendor
  1446. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1447. switch(adapterID.VendorId)
  1448. {
  1449. case 0x10DE:
  1450. rsc->setVendor(GPU_NVIDIA);
  1451. break;
  1452. case 0x1002:
  1453. rsc->setVendor(GPU_AMD);
  1454. break;
  1455. case 0x163C:
  1456. case 0x8086:
  1457. rsc->setVendor(GPU_INTEL);
  1458. break;
  1459. default:
  1460. rsc->setVendor(GPU_UNKNOWN);
  1461. break;
  1462. };
  1463. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1464. // We always support rendertextures bigger than the frame buffer
  1465. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1466. // Determine if any floating point texture format is supported
  1467. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1468. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1469. D3DFMT_A32B32G32R32F};
  1470. IDirect3DSurface9* bbSurf;
  1471. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1472. D3DSURFACE_DESC bbSurfDesc;
  1473. bbSurf->GetDesc(&bbSurfDesc);
  1474. for (int i = 0; i < 6; ++i)
  1475. {
  1476. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1477. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1478. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1479. {
  1480. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1481. break;
  1482. }
  1483. }
  1484. // Vertex textures
  1485. if (rsc->isShaderProfileSupported("vs_3_0"))
  1486. {
  1487. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1488. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1489. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1490. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1491. }
  1492. else
  1493. {
  1494. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1495. }
  1496. // Check alpha to coverage support
  1497. // this varies per vendor! But at least SM3 is required
  1498. if (rsc->isShaderProfileSupported("ps_3_0"))
  1499. {
  1500. // NVIDIA needs a separate check
  1501. if (rsc->getVendor() == GPU_NVIDIA)
  1502. {
  1503. if (mpD3D->CheckDeviceFormat(
  1504. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1505. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1506. {
  1507. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1508. }
  1509. }
  1510. else if (rsc->getVendor() == GPU_AMD)
  1511. {
  1512. // There is no check on ATI, we have to assume SM3 == support
  1513. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1514. }
  1515. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1516. }
  1517. if (mCurrentCapabilities == NULL)
  1518. {
  1519. mCurrentCapabilities = rsc;
  1520. mCurrentCapabilities->addShaderProfile("hlsl");
  1521. mCurrentCapabilities->addShaderProfile("cg");
  1522. initialiseFromRenderSystemCapabilities(mCurrentCapabilities);
  1523. }
  1524. return rsc;
  1525. }
  1526. void D3D9RenderSystem::convertVertexShaderCaps(RenderSystemCapabilities* rsc) const
  1527. {
  1528. UINT16 major = 0xFF;
  1529. UINT16 minor = 0xFF;
  1530. D3DCAPS9 minVSCaps;
  1531. // Find the device with the lowest vertex shader caps.
  1532. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1533. {
  1534. D3D9Driver* pCurDriver = mDriverList->item(i);
  1535. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1536. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1537. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1538. if (currMajor < major)
  1539. {
  1540. major = currMajor;
  1541. minor = currMinor;
  1542. minVSCaps = rkCurCaps;
  1543. }
  1544. else if (currMajor == major && currMinor < minor)
  1545. {
  1546. minor = currMinor;
  1547. minVSCaps = rkCurCaps;
  1548. }
  1549. }
  1550. // In case we didn't found any vertex shader support
  1551. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1552. // software vertex processing is reported there
  1553. if (major == 0 && minor == 0)
  1554. {
  1555. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1556. D3DCAPS9 d3dDeviceCaps9;
  1557. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1558. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1559. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1560. }
  1561. bool vs2x = false;
  1562. bool vs2a = false;
  1563. // Special case detection for vs_2_x/a support
  1564. if (major >= 2)
  1565. {
  1566. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1567. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1568. (minVSCaps.VS20Caps.NumTemps >= 12))
  1569. {
  1570. vs2x = true;
  1571. }
  1572. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1573. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1574. (minVSCaps.VS20Caps.NumTemps >= 13))
  1575. {
  1576. vs2a = true;
  1577. }
  1578. }
  1579. // Populate max param count
  1580. switch (major)
  1581. {
  1582. case 1:
  1583. // No boolean params allowed
  1584. rsc->setVertexProgramConstantBoolCount(0);
  1585. // No integer params allowed
  1586. rsc->setVertexProgramConstantIntCount(0);
  1587. // float params, always 4D
  1588. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1589. break;
  1590. case 2:
  1591. // 16 boolean params allowed
  1592. rsc->setVertexProgramConstantBoolCount(16);
  1593. // 16 integer params allowed, 4D
  1594. rsc->setVertexProgramConstantIntCount(16);
  1595. // float params, always 4D
  1596. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1597. break;
  1598. case 3:
  1599. // 16 boolean params allowed
  1600. rsc->setVertexProgramConstantBoolCount(16);
  1601. // 16 integer params allowed, 4D
  1602. rsc->setVertexProgramConstantIntCount(16);
  1603. // float params, always 4D
  1604. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1605. break;
  1606. }
  1607. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1608. switch(major)
  1609. {
  1610. case 3:
  1611. rsc->addShaderProfile("vs_3_0");
  1612. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1613. case 2:
  1614. if (vs2x)
  1615. {
  1616. rsc->addShaderProfile("vs_2_x");
  1617. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1618. }
  1619. if (vs2a)
  1620. {
  1621. rsc->addShaderProfile("vs_2_a");
  1622. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1623. }
  1624. rsc->addShaderProfile("vs_2_0");
  1625. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1626. case 1:
  1627. rsc->addShaderProfile("vs_1_1");
  1628. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1629. }
  1630. }
  1631. void D3D9RenderSystem::convertPixelShaderCaps(RenderSystemCapabilities* rsc) const
  1632. {
  1633. UINT16 major = 0xFF;
  1634. UINT16 minor = 0xFF;
  1635. D3DCAPS9 minPSCaps;
  1636. // Find the device with the lowest pixel shader caps.
  1637. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1638. {
  1639. D3D9Driver* pCurDriver = mDriverList->item(i);
  1640. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1641. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1642. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1643. if (currMajor < major)
  1644. {
  1645. major = currMajor;
  1646. minor = currMinor;
  1647. minPSCaps = currCaps;
  1648. }
  1649. else if (currMajor == major && currMinor < minor)
  1650. {
  1651. minor = currMinor;
  1652. minPSCaps = currCaps;
  1653. }
  1654. }
  1655. bool ps2a = false;
  1656. bool ps2b = false;
  1657. bool ps2x = false;
  1658. // Special case detection for ps_2_x/a/b support
  1659. if (major >= 2)
  1660. {
  1661. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1662. (minPSCaps.PS20Caps.NumTemps >= 32))
  1663. {
  1664. ps2b = true;
  1665. }
  1666. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1667. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1668. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1669. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1670. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1671. (minPSCaps.PS20Caps.NumTemps >= 22))
  1672. {
  1673. ps2a = true;
  1674. }
  1675. // Does this enough?
  1676. if (ps2a || ps2b)
  1677. {
  1678. ps2x = true;
  1679. }
  1680. }
  1681. switch (major)
  1682. {
  1683. case 1:
  1684. // no boolean params allowed
  1685. rsc->setFragmentProgramConstantBoolCount(0);
  1686. // no integer params allowed
  1687. rsc->setFragmentProgramConstantIntCount(0);
  1688. // float params, always 4D
  1689. // NB in ps_1_x these are actually stored as fixed point values,
  1690. // but they are entered as floats
  1691. rsc->setFragmentProgramConstantFloatCount(8);
  1692. break;
  1693. case 2:
  1694. // 16 boolean params allowed
  1695. rsc->setFragmentProgramConstantBoolCount(16);
  1696. // 16 integer params allowed, 4D
  1697. rsc->setFragmentProgramConstantIntCount(16);
  1698. // float params, always 4D
  1699. rsc->setFragmentProgramConstantFloatCount(32);
  1700. break;
  1701. case 3:
  1702. // 16 boolean params allowed
  1703. rsc->setFragmentProgramConstantBoolCount(16);
  1704. // 16 integer params allowed, 4D
  1705. rsc->setFragmentProgramConstantIntCount(16);
  1706. // float params, always 4D
  1707. rsc->setFragmentProgramConstantFloatCount(224);
  1708. break;
  1709. }
  1710. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1711. switch(major)
  1712. {
  1713. case 3:
  1714. if (minor > 0)
  1715. {
  1716. rsc->addShaderProfile("ps_3_x");
  1717. rsc->addGpuProgramProfile(GPP_PS_3_x, "ps_3_x");
  1718. }
  1719. rsc->addShaderProfile("ps_3_0");
  1720. rsc->addGpuProgramProfile(GPP_PS_3_0, "ps_3_0");
  1721. case 2:
  1722. if (ps2x)
  1723. {
  1724. rsc->addShaderProfile("ps_2_x");
  1725. rsc->addGpuProgramProfile(GPP_PS_2_x, "ps_2_x");
  1726. }
  1727. if (ps2a)
  1728. {
  1729. rsc->addShaderProfile("ps_2_a");
  1730. rsc->addGpuProgramProfile(GPP_PS_2_a, "ps_2_a");
  1731. }
  1732. if (ps2b)
  1733. {
  1734. rsc->addShaderProfile("ps_2_b");
  1735. rsc->addGpuProgramProfile(GPP_PS_2_b, "ps_2_b");
  1736. }
  1737. rsc->addShaderProfile("ps_2_0");
  1738. rsc->addGpuProgramProfile(GPP_PS_2_0, "ps_2_0");
  1739. case 1:
  1740. if (major > 1 || minor >= 4)
  1741. {
  1742. rsc->addShaderProfile("ps_1_4");
  1743. rsc->addGpuProgramProfile(GPP_PS_1_4, "ps_1_4");
  1744. }
  1745. if (major > 1 || minor >= 3)
  1746. {
  1747. rsc->addShaderProfile("ps_1_3");
  1748. rsc->addGpuProgramProfile(GPP_PS_1_3, "ps_1_3");
  1749. }
  1750. if (major > 1 || minor >= 2)
  1751. {
  1752. rsc->addShaderProfile("ps_1_2");
  1753. rsc->addGpuProgramProfile(GPP_PS_1_2, "ps_1_2");
  1754. }
  1755. rsc->addShaderProfile("ps_1_1");
  1756. rsc->addGpuProgramProfile(GPP_PS_1_1, "ps_1_1");
  1757. }
  1758. }
  1759. void D3D9RenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps)
  1760. {
  1761. if (caps->getRenderSystemName() != getName())
  1762. {
  1763. CM_EXCEPT(InvalidParametersException,
  1764. "Trying to initialize D3D9RenderSystem from RenderSystemCapabilities that do not support Direct3D9");
  1765. }
  1766. if (caps->isShaderProfileSupported("hlsl"))
  1767. GpuProgramManager::instance().addFactory(mHLSLProgramFactory);
  1768. mNumTexStages = caps->getNumCombinedTextureUnits();
  1769. mTexStageDesc = cm_newN<sD3DTextureStageDesc>(mNumTexStages);
  1770. // set stages desc. to defaults
  1771. for (UINT32 n = 0; n < mNumTexStages; n++)
  1772. {
  1773. mTexStageDesc[n].coordIndex = 0;
  1774. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1775. mTexStageDesc[n].pTex = 0;
  1776. mTexStageDesc[n].pVertexTex = 0;
  1777. }
  1778. }
  1779. bool D3D9RenderSystem::checkTextureFilteringSupported(TextureType ttype, PixelFormat format, int usage)
  1780. {
  1781. // Gets D3D format
  1782. D3DFORMAT d3dPF = D3D9Mappings::_getPF(format);
  1783. if (d3dPF == D3DFMT_UNKNOWN)
  1784. return false;
  1785. for (UINT32 i = 0; i < mDeviceManager->getDeviceCount(); ++i)
  1786. {
  1787. D3D9Device* currDevice = mDeviceManager->getDevice(i);
  1788. const D3D9RenderWindow* currDevicePrimaryWindow = currDevice->getPrimaryWindow();
  1789. IDirect3DSurface9* pSurface = currDevicePrimaryWindow->_getRenderSurface();
  1790. D3DSURFACE_DESC srfDesc;
  1791. // Get surface desc
  1792. if (FAILED(pSurface->GetDesc(&srfDesc)))
  1793. return false;
  1794. // Calculate usage
  1795. DWORD d3dusage = D3DUSAGE_QUERY_FILTER;
  1796. if (usage & TU_RENDERTARGET)
  1797. d3dusage |= D3DUSAGE_RENDERTARGET;
  1798. if (usage & TU_DEPTHSTENCIL)
  1799. d3dusage |= D3DUSAGE_DEPTHSTENCIL;
  1800. if (usage & TU_DYNAMIC)
  1801. d3dusage |= D3DUSAGE_DYNAMIC;
  1802. // Detect resource type
  1803. D3DRESOURCETYPE rtype;
  1804. switch(ttype)
  1805. {
  1806. case TEX_TYPE_1D:
  1807. case TEX_TYPE_2D:
  1808. rtype = D3DRTYPE_TEXTURE;
  1809. break;
  1810. case TEX_TYPE_3D:
  1811. rtype = D3DRTYPE_VOLUMETEXTURE;
  1812. break;
  1813. case TEX_TYPE_CUBE_MAP:
  1814. rtype = D3DRTYPE_CUBETEXTURE;
  1815. break;
  1816. default:
  1817. return false;
  1818. }
  1819. HRESULT hr = mpD3D->CheckDeviceFormat(
  1820. currDevice->getAdapterNumber(),
  1821. currDevice->getDeviceType(),
  1822. srfDesc.Format,
  1823. d3dusage,
  1824. rtype,
  1825. d3dPF);
  1826. if (FAILED(hr))
  1827. return false;
  1828. }
  1829. return true;
  1830. }
  1831. String D3D9RenderSystem::getErrorDescription(long errorNumber) const
  1832. {
  1833. const String errMsg = DXGetErrorDescription(errorNumber);
  1834. return errMsg;
  1835. }
  1836. void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1837. {
  1838. float plane[4] = { A, B, C, D };
  1839. getActiveD3D9Device()->SetClipPlane (index, plane);
  1840. }
  1841. void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable)
  1842. {
  1843. DWORD prev;
  1844. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1845. __SetRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1846. (prev | (1 << index)) : (prev & ~(1 << index)));
  1847. }
  1848. void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device)
  1849. {
  1850. }
  1851. void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device)
  1852. {
  1853. // Reset state attributes.
  1854. mVertexProgramBound = false;
  1855. mFragmentProgramBound = false;
  1856. }
  1857. void D3D9RenderSystem::determineFSAASettings(IDirect3DDevice9* d3d9Device,
  1858. UINT32 fsaa, const String& fsaaHint, D3DFORMAT d3dPixelFormat,
  1859. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1860. {
  1861. bool ok = false;
  1862. bool qualityHint = fsaaHint.find("Quality") != String::npos;
  1863. UINT32 origFSAA = fsaa;
  1864. D3D9DriverList* driverList = getDirect3DDrivers();
  1865. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1866. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1867. for (UINT32 i = 0; i < driverList->count(); ++i)
  1868. {
  1869. D3D9Driver* currDriver = driverList->item(i);
  1870. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1871. {
  1872. deviceDriver = currDriver;
  1873. break;
  1874. }
  1875. }
  1876. bool tryCSAA = false;
  1877. // NVIDIA, prefer CSAA if available for 8+
  1878. // it would be tempting to use getCapabilities()->getVendor() == GPU_NVIDIA but
  1879. // if this is the first window, caps will not be initialised yet
  1880. if (deviceDriver->getAdapterIdentifier().VendorId == 0x10DE &&
  1881. fsaa >= 8)
  1882. {
  1883. tryCSAA = true;
  1884. }
  1885. while (!ok)
  1886. {
  1887. // Deal with special cases
  1888. if (tryCSAA)
  1889. {
  1890. // see http://developer.nvidia.com/object/coverage-sampled-aa.html
  1891. switch(fsaa)
  1892. {
  1893. case 8:
  1894. if (qualityHint)
  1895. {
  1896. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1897. *outMultisampleQuality = 0;
  1898. }
  1899. else
  1900. {
  1901. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1902. *outMultisampleQuality = 2;
  1903. }
  1904. break;
  1905. case 16:
  1906. if (qualityHint)
  1907. {
  1908. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1909. *outMultisampleQuality = 2;
  1910. }
  1911. else
  1912. {
  1913. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1914. *outMultisampleQuality = 4;
  1915. }
  1916. break;
  1917. }
  1918. }
  1919. else // !CSAA
  1920. {
  1921. *outMultisampleType = (D3DMULTISAMPLE_TYPE)fsaa;
  1922. *outMultisampleQuality = 0;
  1923. }
  1924. HRESULT hr;
  1925. DWORD outQuality;
  1926. hr = mpD3D->CheckDeviceMultiSampleType(
  1927. deviceDriver->getAdapterNumber(),
  1928. D3DDEVTYPE_HAL,
  1929. d3dPixelFormat,
  1930. fullScreen,
  1931. *outMultisampleType,
  1932. &outQuality);
  1933. if (SUCCEEDED(hr) &&
  1934. (!tryCSAA || outQuality > *outMultisampleQuality))
  1935. {
  1936. ok = true;
  1937. }
  1938. else
  1939. {
  1940. // downgrade
  1941. if (tryCSAA && fsaa == 8)
  1942. {
  1943. // for CSAA, we'll try downgrading with quality mode at all samples.
  1944. // then try without quality, then drop CSAA
  1945. if (qualityHint)
  1946. {
  1947. // drop quality first
  1948. qualityHint = false;
  1949. }
  1950. else
  1951. {
  1952. // drop CSAA entirely
  1953. tryCSAA = false;
  1954. }
  1955. // return to original requested samples
  1956. fsaa = origFSAA;
  1957. }
  1958. else
  1959. {
  1960. // drop samples
  1961. --fsaa;
  1962. if (fsaa == 1)
  1963. {
  1964. // ran out of options, no FSAA
  1965. fsaa = 0;
  1966. ok = true;
  1967. }
  1968. }
  1969. }
  1970. } // while !ok
  1971. }
  1972. RenderSystemCapabilities* D3D9RenderSystem::createRenderSystemCapabilities() const
  1973. {
  1974. return mCurrentCapabilities;
  1975. }
  1976. void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1977. {
  1978. size_t i;
  1979. size_t numClipPlanes;
  1980. D3DXPLANE dx9ClipPlane;
  1981. DWORD mask = 0;
  1982. HRESULT hr;
  1983. numClipPlanes = clipPlanes.size();
  1984. for (i = 0; i < numClipPlanes; ++i)
  1985. {
  1986. const Plane& plane = clipPlanes[i];
  1987. dx9ClipPlane.a = plane.normal.x;
  1988. dx9ClipPlane.b = plane.normal.y;
  1989. dx9ClipPlane.c = plane.normal.z;
  1990. dx9ClipPlane.d = plane.d;
  1991. // TODO Low priority - Transform planes to clip space?
  1992. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1993. if (FAILED(hr))
  1994. {
  1995. CM_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1996. }
  1997. mask |= (1 << i);
  1998. }
  1999. hr = __SetRenderState(D3DRS_CLIPPLANEENABLE, mask);
  2000. if (FAILED(hr))
  2001. {
  2002. CM_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  2003. }
  2004. }
  2005. HRESULT D3D9RenderSystem::__SetRenderState(D3DRENDERSTATETYPE state, DWORD value)
  2006. {
  2007. HRESULT hr;
  2008. DWORD oldVal;
  2009. if ( FAILED( hr = getActiveD3D9Device()->GetRenderState(state, &oldVal) ) )
  2010. return hr;
  2011. if ( oldVal == value )
  2012. return D3D_OK;
  2013. else
  2014. return getActiveD3D9Device()->SetRenderState(state, value);
  2015. }
  2016. HRESULT D3D9RenderSystem::__SetSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  2017. {
  2018. HRESULT hr;
  2019. DWORD oldVal;
  2020. if ( FAILED( hr = getActiveD3D9Device()->GetSamplerState(sampler, type, &oldVal) ) )
  2021. return hr;
  2022. if ( oldVal == value )
  2023. return D3D_OK;
  2024. else
  2025. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  2026. }
  2027. HRESULT D3D9RenderSystem::__SetTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  2028. {
  2029. HRESULT hr;
  2030. DWORD oldVal;
  2031. // can only set fixed-function texture stage state
  2032. if (stage < 8)
  2033. {
  2034. if ( FAILED( hr = getActiveD3D9Device()->GetTextureStageState(stage, type, &oldVal) ) )
  2035. return hr;
  2036. if ( oldVal == value )
  2037. return D3D_OK;
  2038. else
  2039. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  2040. }
  2041. else
  2042. {
  2043. return D3D_OK;
  2044. }
  2045. }
  2046. DWORD D3D9RenderSystem::_getCurrentAnisotropy(UINT32 unit)
  2047. {
  2048. DWORD oldVal;
  2049. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  2050. return oldVal;
  2051. }
  2052. }