BsD3D9RenderSystem.cpp 69 KB

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  1. #include "BsD3D9RenderSystem.h"
  2. #include "BsD3D9Prerequisites.h"
  3. #include "BsD3D9DriverList.h"
  4. #include "BsD3D9Driver.h"
  5. #include "BsD3D9RenderWindow.h"
  6. #include "BsD3D9TextureManager.h"
  7. #include "BsD3D9Texture.h"
  8. #include "BsMath.h"
  9. #include "BsD3D9HardwareBufferManager.h"
  10. #include "BsD3D9IndexBuffer.h"
  11. #include "BsD3D9VertexBuffer.h"
  12. #include "BsD3D9VertexDeclaration.h"
  13. #include "BsD3D9GpuProgram.h"
  14. #include "BsD3D9HLSLProgramFactory.h"
  15. #include "BsD3D9OcclusionQuery.h"
  16. #include "BsD3D9DeviceManager.h"
  17. #include "BsD3D9ResourceManager.h"
  18. #include "BsD3D9RenderWindowManager.h"
  19. #include "BsGpuProgramManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsAsyncOp.h"
  22. #include "BsBlendState.h"
  23. #include "BsRasterizerState.h"
  24. #include "BsDepthStencilState.h"
  25. #include "BsGpuParams.h"
  26. #include "BsGpuParamDesc.h"
  27. #include "BsGpuParamBlockBuffer.h"
  28. #include "BsCoreThread.h"
  29. #include "BsD3D9QueryManager.h"
  30. #include "BsDebug.h"
  31. #include "BsRenderStats.h"
  32. namespace BansheeEngine
  33. {
  34. D3D9RenderSystem* D3D9RenderSystem::msD3D9RenderSystem = nullptr;
  35. D3D9RenderSystem::D3D9RenderSystem(HINSTANCE hInstance)
  36. : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  37. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  38. mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance),
  39. mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr),
  40. mDeviceManager(nullptr), mResourceManager(nullptr), mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  41. {
  42. msD3D9RenderSystem = this;
  43. mScissorRect.left = 0;
  44. mScissorRect.right = 1280;
  45. mScissorRect.top = 0;
  46. mScissorRect.bottom = 720;
  47. }
  48. D3D9RenderSystem::~D3D9RenderSystem()
  49. {
  50. }
  51. const String& D3D9RenderSystem::getName() const
  52. {
  53. static String strName( "D3D9RenderSystem");
  54. return strName;
  55. }
  56. const String& D3D9RenderSystem::getShadingLanguageName() const
  57. {
  58. static String strName("hlsl");
  59. return strName;
  60. }
  61. void D3D9RenderSystem::initializePrepare()
  62. {
  63. THROW_IF_NOT_CORE_THREAD;
  64. // Create the resource manager.
  65. mResourceManager = bs_new<D3D9ResourceManager>();
  66. // Create our Direct3D object
  67. if((mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
  68. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  69. // Init using current settings
  70. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  71. if(mActiveD3DDriver == nullptr)
  72. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  73. // get driver version
  74. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  75. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  76. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  77. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  78. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  79. // Create the device manager.
  80. mDeviceManager = bs_new<D3D9DeviceManager>();
  81. // Also create hardware buffer manager
  82. HardwareBufferManager::startUp<D3D9HardwareBufferManager>();
  83. HardwareBufferCoreManager::startUp<D3D9HardwareBufferCoreManager>();
  84. // Create & register HLSL factory
  85. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  86. // Create render window manager
  87. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  88. RenderWindowCoreManager::startUp<D3D9RenderWindowCoreManager>(this);
  89. // Create render state manager
  90. RenderStateManager::startUp();
  91. RenderSystem::initializePrepare();
  92. }
  93. void D3D9RenderSystem::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  94. {
  95. D3D9RenderWindowCore* d3d9window = static_cast<D3D9RenderWindowCore*>(primaryWindow.get());
  96. updateRenderSystemCapabilities(d3d9window);
  97. // Create the texture manager for use by others
  98. TextureManager::startUp<D3D9TextureManager>();
  99. TextureCoreManager::startUp<D3D9TextureCoreManager>();
  100. QueryManager::startUp<D3D9QueryManager>();
  101. RenderSystem::initializeFinalize(primaryWindow);
  102. }
  103. void D3D9RenderSystem::destroy_internal()
  104. {
  105. if(mTexStageDesc != nullptr)
  106. {
  107. bs_deleteN(mTexStageDesc, mNumTexStages);
  108. mTexStageDesc = nullptr;
  109. }
  110. RenderSystem::destroy_internal();
  111. if(mDeviceManager != nullptr)
  112. {
  113. bs_delete(mDeviceManager);
  114. mDeviceManager = nullptr;
  115. }
  116. if(mDriverList != nullptr)
  117. {
  118. bs_delete(mDriverList);
  119. mDriverList = nullptr;
  120. }
  121. mActiveD3DDriver = NULL;
  122. QueryManager::shutDown();
  123. TextureCoreManager::shutDown();
  124. TextureManager::shutDown();
  125. HardwareBufferCoreManager::shutDown();
  126. HardwareBufferManager::shutDown();
  127. RenderWindowCoreManager::shutDown();
  128. RenderWindowManager::shutDown();
  129. RenderStateManager::shutDown();
  130. // Deleting the HLSL program factory
  131. if (mHLSLProgramFactory)
  132. {
  133. GpuProgramManager::instance().removeFactory(mHLSLProgramFactory);
  134. bs_delete(mHLSLProgramFactory);
  135. mHLSLProgramFactory = 0;
  136. }
  137. SAFE_RELEASE(mpD3D);
  138. if(mResourceManager != nullptr)
  139. {
  140. bs_delete(mResourceManager);
  141. mResourceManager = nullptr;
  142. }
  143. msD3D9RenderSystem = NULL;
  144. }
  145. void D3D9RenderSystem::registerWindow(RenderWindowCore& renderWindow)
  146. {
  147. THROW_IF_NOT_CORE_THREAD;
  148. D3D9RenderWindowCore* d3d9renderWindow = static_cast<D3D9RenderWindowCore*>(&renderWindow);
  149. String msg;
  150. mResourceManager->lockDeviceAccess();
  151. try
  152. {
  153. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  154. }
  155. catch (const BansheeEngine::RenderingAPIException&)
  156. {
  157. // after catching the exception, clean up
  158. mResourceManager->unlockDeviceAccess();
  159. // re-throw
  160. throw;
  161. }
  162. mResourceManager->unlockDeviceAccess();
  163. }
  164. void D3D9RenderSystem::bindGpuProgram(HGpuProgram prg)
  165. {
  166. THROW_IF_NOT_CORE_THREAD;
  167. if(!prg.isLoaded())
  168. return;
  169. GpuProgramPtr bindingPrg = std::static_pointer_cast<GpuProgram>(prg->getThisPtr());
  170. HRESULT hr;
  171. switch (bindingPrg->getType())
  172. {
  173. case GPT_VERTEX_PROGRAM:
  174. hr = getActiveD3D9Device()->SetVertexShader(
  175. static_cast<D3D9GpuVertexProgram*>(bindingPrg.get())->getVertexShader());
  176. if (FAILED(hr))
  177. {
  178. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  179. }
  180. break;
  181. case GPT_FRAGMENT_PROGRAM:
  182. hr = getActiveD3D9Device()->SetPixelShader(
  183. static_cast<D3D9GpuFragmentProgram*>(bindingPrg.get())->getPixelShader());
  184. if (FAILED(hr))
  185. {
  186. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  187. }
  188. break;
  189. };
  190. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  191. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  192. // This solves such an errors when working with the Debug runtime -
  193. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  194. for (unsigned int nStage=0; nStage < 8; ++nStage)
  195. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  196. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  197. RenderSystem::bindGpuProgram(prg);
  198. }
  199. void D3D9RenderSystem::unbindGpuProgram(GpuProgramType gptype)
  200. {
  201. THROW_IF_NOT_CORE_THREAD;
  202. HRESULT hr;
  203. switch(gptype)
  204. {
  205. case GPT_VERTEX_PROGRAM:
  206. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  207. if (FAILED(hr))
  208. {
  209. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  210. }
  211. break;
  212. case GPT_FRAGMENT_PROGRAM:
  213. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  214. if (FAILED(hr))
  215. {
  216. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  217. }
  218. break;
  219. };
  220. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  221. RenderSystem::unbindGpuProgram(gptype);
  222. }
  223. void D3D9RenderSystem::bindGpuParams(GpuProgramType gptype, GpuParamsPtr bindableParams)
  224. {
  225. THROW_IF_NOT_CORE_THREAD;
  226. bindableParams->updateHardwareBuffers();
  227. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  228. for(auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  229. {
  230. HSamplerState& samplerState = bindableParams->getSamplerState(iter->second.slot);
  231. if(samplerState == nullptr)
  232. setSamplerState(gptype, iter->second.slot, SamplerState::getDefault());
  233. else
  234. setSamplerState(gptype, iter->second.slot, samplerState.getInternalPtr());
  235. }
  236. for(auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  237. {
  238. if (bindableParams->isLoadStoreTexture(iter->second.slot))
  239. continue; // Not supported by DX9
  240. HTexture texture = bindableParams->getTexture(iter->second.slot);
  241. if(!texture.isLoaded())
  242. setTexture(gptype, iter->second.slot, false, nullptr);
  243. else
  244. setTexture(gptype, iter->second.slot, true, texture->getCore());
  245. }
  246. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  247. // but it is required in order to have standardized buffer interface.
  248. UnorderedMap<UINT32, UINT8*> bufferData;
  249. for(auto& curParam : paramDesc.params)
  250. {
  251. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  252. auto iterFind = bufferData.find(paramBlockSlot);
  253. if(iterFind == bufferData.end())
  254. {
  255. GpuParamBlockBufferPtr paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  256. UINT8* data = (UINT8*)bs_alloc<ScratchAlloc>(paramBlock->getSize());
  257. paramBlock->readData(data);
  258. bufferData[paramBlockSlot] = data;
  259. }
  260. }
  261. HRESULT hr;
  262. switch(gptype)
  263. {
  264. case GPT_VERTEX_PROGRAM:
  265. {
  266. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  267. {
  268. const GpuParamDataDesc& paramDesc = iter->second;
  269. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  270. switch(paramDesc.type)
  271. {
  272. case GPDT_FLOAT1:
  273. case GPDT_FLOAT2:
  274. case GPDT_FLOAT3:
  275. case GPDT_FLOAT4:
  276. case GPDT_MATRIX_2X2:
  277. case GPDT_MATRIX_2X3:
  278. case GPDT_MATRIX_2X4:
  279. case GPDT_MATRIX_3X2:
  280. case GPDT_MATRIX_3X3:
  281. case GPDT_MATRIX_3X4:
  282. case GPDT_MATRIX_4X2:
  283. case GPDT_MATRIX_4X3:
  284. case GPDT_MATRIX_4X4:
  285. {
  286. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  287. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  288. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  289. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  290. break;
  291. }
  292. case GPDT_INT1:
  293. case GPDT_INT2:
  294. case GPDT_INT3:
  295. case GPDT_INT4:
  296. {
  297. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  298. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  299. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  300. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  301. break;
  302. }
  303. case GPDT_BOOL:
  304. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  305. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  306. break;
  307. }
  308. }
  309. }
  310. break;
  311. case GPT_FRAGMENT_PROGRAM:
  312. {
  313. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  314. {
  315. const GpuParamDataDesc& paramDesc = iter->second;
  316. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  317. switch(paramDesc.type)
  318. {
  319. case GPDT_FLOAT1:
  320. case GPDT_FLOAT2:
  321. case GPDT_FLOAT3:
  322. case GPDT_FLOAT4:
  323. case GPDT_MATRIX_2X2:
  324. case GPDT_MATRIX_2X3:
  325. case GPDT_MATRIX_2X4:
  326. case GPDT_MATRIX_3X2:
  327. case GPDT_MATRIX_3X3:
  328. case GPDT_MATRIX_3X4:
  329. case GPDT_MATRIX_4X2:
  330. case GPDT_MATRIX_4X3:
  331. case GPDT_MATRIX_4X4:
  332. {
  333. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  334. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  335. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  336. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  337. break;
  338. }
  339. case GPDT_INT1:
  340. case GPDT_INT2:
  341. case GPDT_INT3:
  342. case GPDT_INT4:
  343. {
  344. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  345. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  346. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  347. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  348. break;
  349. }
  350. case GPDT_BOOL:
  351. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  352. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  353. break;
  354. }
  355. }
  356. }
  357. break;
  358. };
  359. for(auto& curBufferData : bufferData)
  360. {
  361. bs_free<ScratchAlloc>(curBufferData.second);
  362. }
  363. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  364. }
  365. void D3D9RenderSystem::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex)
  366. {
  367. THROW_IF_NOT_CORE_THREAD;
  368. if (tex != nullptr && !tex->isBindableAsShaderResource())
  369. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  370. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  371. {
  372. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  373. return;
  374. }
  375. if(gptype == GPT_VERTEX_PROGRAM)
  376. {
  377. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  378. }
  379. HRESULT hr;
  380. SPtr<D3D9TextureCore> dt = std::static_pointer_cast<D3D9TextureCore>(tex);
  381. if (enabled && (dt != nullptr))
  382. {
  383. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  384. if (mTexStageDesc[unit].pTex != pTex)
  385. {
  386. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  387. if( hr != S_OK )
  388. {
  389. String str = "Unable to set texture in D3D9";
  390. BS_EXCEPT(RenderingAPIException, str);
  391. }
  392. // set stage desc.
  393. mTexStageDesc[unit].pTex = pTex;
  394. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getProperties().getTextureType());
  395. // Set gamma now too
  396. if (dt->isHardwareGammaReadToBeUsed())
  397. {
  398. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  399. }
  400. else
  401. {
  402. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  403. }
  404. BS_INC_RENDER_STAT(NumTextureBinds);
  405. BS_INC_RENDER_STAT(NumSamplerBinds);
  406. }
  407. }
  408. else
  409. {
  410. if (mTexStageDesc[unit].pTex != 0)
  411. {
  412. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  413. if( hr != S_OK )
  414. {
  415. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  416. BS_EXCEPT(RenderingAPIException, str);
  417. }
  418. BS_INC_RENDER_STAT(NumTextureBinds);
  419. }
  420. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  421. if( hr != S_OK )
  422. {
  423. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  424. BS_EXCEPT(RenderingAPIException, str);
  425. }
  426. // set stage desc. to defaults
  427. mTexStageDesc[unit].pTex = 0;
  428. mTexStageDesc[unit].coordIndex = 0;
  429. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  430. }
  431. }
  432. void D3D9RenderSystem::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  433. const TextureSurface& surface)
  434. {
  435. THROW_IF_NOT_CORE_THREAD;
  436. LOGWRN("Texture random load/store not supported on DX9.");
  437. }
  438. void D3D9RenderSystem::setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state)
  439. {
  440. THROW_IF_NOT_CORE_THREAD;
  441. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  442. {
  443. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  444. return;
  445. }
  446. if(gptype == GPT_VERTEX_PROGRAM)
  447. {
  448. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  449. }
  450. // Set texture layer filtering
  451. setTextureFiltering(unit, FT_MIN, state->getTextureFiltering(FT_MIN));
  452. setTextureFiltering(unit, FT_MAG, state->getTextureFiltering(FT_MAG));
  453. setTextureFiltering(unit, FT_MIP, state->getTextureFiltering(FT_MIP));
  454. // Set texture layer filtering
  455. if (state->getTextureAnisotropy() > 0)
  456. setTextureAnisotropy(unit, state->getTextureAnisotropy());
  457. // Set mipmap biasing
  458. setTextureMipmapBias(unit, state->getTextureMipmapBias());
  459. // Texture addressing mode
  460. const UVWAddressingMode& uvw = state->getTextureAddressingMode();
  461. setTextureAddressingMode(unit, uvw);
  462. // Set border color
  463. setTextureBorderColor(unit, state->getBorderColor());
  464. BS_INC_RENDER_STAT(NumSamplerBinds);
  465. }
  466. void D3D9RenderSystem::setBlendState(const BlendStatePtr& blendState)
  467. {
  468. THROW_IF_NOT_CORE_THREAD;
  469. // Alpha to coverage
  470. setAlphaToCoverage(blendState->getAlphaToCoverageEnabled());
  471. // Blend states
  472. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  473. if(blendState->getBlendEnabled(0))
  474. {
  475. setSceneBlending(blendState->getSrcBlend(0), blendState->getDstBlend(0), blendState->getAlphaSrcBlend(0), blendState->getAlphaDstBlend(0)
  476. , blendState->getBlendOperation(0), blendState->getAlphaBlendOperation(0));
  477. }
  478. else
  479. {
  480. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  481. }
  482. // Color write mask
  483. UINT8 writeMask = blendState->getRenderTargetWriteMask(0);
  484. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  485. BS_INC_RENDER_STAT(NumBlendStateChanges);
  486. }
  487. void D3D9RenderSystem::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  488. {
  489. THROW_IF_NOT_CORE_THREAD;
  490. setDepthBias((float)rasterizerState->getDepthBias(), rasterizerState->getSlopeScaledDepthBias());
  491. setCullingMode(rasterizerState->getCullMode());
  492. setPolygonMode(rasterizerState->getPolygonMode());
  493. setScissorTestEnable(rasterizerState->getScissorEnable());
  494. setMultisampleAntialiasEnable(rasterizerState->getMultisampleEnable());
  495. setAntialiasedLineEnable(rasterizerState->getAntialiasedLineEnable());
  496. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  497. }
  498. void D3D9RenderSystem::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  499. {
  500. THROW_IF_NOT_CORE_THREAD;
  501. // Set stencil buffer options
  502. setStencilCheckEnabled(depthStencilState->getStencilEnable());
  503. setStencilBufferOperations(depthStencilState->getStencilFrontFailOp(), depthStencilState->getStencilFrontZFailOp(), depthStencilState->getStencilFrontPassOp(), true);
  504. setStencilBufferFunc(depthStencilState->getStencilFrontCompFunc(), true);
  505. setStencilBufferOperations(depthStencilState->getStencilBackFailOp(), depthStencilState->getStencilBackZFailOp(), depthStencilState->getStencilBackPassOp(), false);
  506. setStencilBufferFunc(depthStencilState->getStencilBackCompFunc(), false);
  507. setStencilBufferReadMask(depthStencilState->getStencilReadMask());
  508. setStencilBufferWriteMask(depthStencilState->getStencilWriteMask());
  509. // Set depth buffer options
  510. setDepthBufferCheckEnabled(depthStencilState->getDepthReadEnable());
  511. setDepthBufferWriteEnabled(depthStencilState->getDepthWriteEnable());
  512. setDepthBufferFunction(depthStencilState->getDepthComparisonFunc());
  513. // Set stencil ref value
  514. setStencilRefValue(stencilRefValue);
  515. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  516. }
  517. void D3D9RenderSystem::setTextureMipmapBias(UINT16 unit, float bias)
  518. {
  519. THROW_IF_NOT_CORE_THREAD;
  520. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  521. {
  522. // ugh - have to pass float data through DWORD with no conversion
  523. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  524. *(DWORD*)&bias);
  525. if(FAILED(hr))
  526. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  527. }
  528. }
  529. void D3D9RenderSystem::setTextureAddressingMode( UINT16 stage,
  530. const UVWAddressingMode& uvw )
  531. {
  532. THROW_IF_NOT_CORE_THREAD;
  533. HRESULT hr;
  534. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  535. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  536. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  537. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  538. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  539. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  540. }
  541. void D3D9RenderSystem::setTextureBorderColor(UINT16 stage, const Color& colour)
  542. {
  543. THROW_IF_NOT_CORE_THREAD;
  544. HRESULT hr;
  545. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  546. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  547. }
  548. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  549. {
  550. THROW_IF_NOT_CORE_THREAD;
  551. HRESULT hr;
  552. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  553. {
  554. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  555. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  556. }
  557. else
  558. {
  559. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  560. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  561. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  562. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  563. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  564. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  565. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  566. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  567. }
  568. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  569. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  570. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  571. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  572. }
  573. void D3D9RenderSystem::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  574. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  575. {
  576. THROW_IF_NOT_CORE_THREAD;
  577. HRESULT hr;
  578. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  579. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  580. {
  581. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  582. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  583. }
  584. else
  585. {
  586. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  587. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  588. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  589. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  590. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  591. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  592. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  593. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  594. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  595. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  596. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  597. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  598. }
  599. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  600. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  601. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  602. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  603. }
  604. void D3D9RenderSystem::setAlphaTest(CompareFunction func, unsigned char value)
  605. {
  606. THROW_IF_NOT_CORE_THREAD;
  607. HRESULT hr;
  608. if (func != CMPF_ALWAYS_PASS)
  609. {
  610. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  611. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  612. }
  613. else
  614. {
  615. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  616. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  617. }
  618. // Set always just be sure
  619. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  620. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  621. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  622. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  623. }
  624. void D3D9RenderSystem::setAlphaToCoverage(bool enable)
  625. {
  626. THROW_IF_NOT_CORE_THREAD;
  627. HRESULT hr;
  628. static bool lasta2c = false;
  629. // Alpha to coverage
  630. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  631. {
  632. // Vendor-specific hacks on renderstate, gotta love 'em
  633. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  634. {
  635. if (enable)
  636. {
  637. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  638. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  639. }
  640. else
  641. {
  642. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  643. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  644. }
  645. }
  646. else if ((getCapabilities()->getVendor() == GPU_AMD))
  647. {
  648. if (enable)
  649. {
  650. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  651. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  652. }
  653. else
  654. {
  655. // discovered this through trial and error, seems to work
  656. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  657. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  658. }
  659. }
  660. lasta2c = enable;
  661. }
  662. }
  663. void D3D9RenderSystem::setCullingMode(CullingMode mode)
  664. {
  665. THROW_IF_NOT_CORE_THREAD;
  666. mCullingMode = mode;
  667. HRESULT hr;
  668. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  669. D3D9Mappings::get(mode, false))) )
  670. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  671. }
  672. void D3D9RenderSystem::setDepthBufferCheckEnabled(bool enabled)
  673. {
  674. THROW_IF_NOT_CORE_THREAD;
  675. HRESULT hr;
  676. if( enabled )
  677. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  678. else
  679. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  680. if(FAILED(hr))
  681. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  682. }
  683. void D3D9RenderSystem::setDepthBufferWriteEnabled(bool enabled)
  684. {
  685. THROW_IF_NOT_CORE_THREAD;
  686. HRESULT hr;
  687. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  688. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  689. }
  690. void D3D9RenderSystem::setDepthBufferFunction(CompareFunction func)
  691. {
  692. THROW_IF_NOT_CORE_THREAD;
  693. HRESULT hr;
  694. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  695. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  696. }
  697. void D3D9RenderSystem::setDepthBias(float constantBias, float slopeScaleBias)
  698. {
  699. THROW_IF_NOT_CORE_THREAD;
  700. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  701. {
  702. // Negate bias since D3D is backward
  703. // D3D also expresses the constant bias as an absolute value, rather than
  704. // relative to minimum depth unit, so scale to fit
  705. constantBias = -constantBias / 250000.0f;
  706. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  707. if (FAILED(hr))
  708. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  709. }
  710. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  711. {
  712. // Negate bias since D3D is backward
  713. slopeScaleBias = -slopeScaleBias;
  714. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  715. if (FAILED(hr))
  716. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  717. }
  718. }
  719. void D3D9RenderSystem::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  720. {
  721. THROW_IF_NOT_CORE_THREAD;
  722. DWORD val = 0;
  723. if (red)
  724. val |= D3DCOLORWRITEENABLE_RED;
  725. if (green)
  726. val |= D3DCOLORWRITEENABLE_GREEN;
  727. if (blue)
  728. val |= D3DCOLORWRITEENABLE_BLUE;
  729. if (alpha)
  730. val |= D3DCOLORWRITEENABLE_ALPHA;
  731. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  732. if (FAILED(hr))
  733. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  734. }
  735. void D3D9RenderSystem::setPolygonMode(PolygonMode level)
  736. {
  737. THROW_IF_NOT_CORE_THREAD;
  738. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  739. if (FAILED(hr))
  740. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  741. }
  742. void D3D9RenderSystem::setStencilCheckEnabled(bool enabled)
  743. {
  744. THROW_IF_NOT_CORE_THREAD;
  745. // Allow stencilling
  746. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  747. if (FAILED(hr))
  748. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  749. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  750. {
  751. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  752. if (FAILED(hr))
  753. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  754. }
  755. else
  756. {
  757. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  758. if (FAILED(hr))
  759. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  760. }
  761. }
  762. void D3D9RenderSystem::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  763. {
  764. THROW_IF_NOT_CORE_THREAD;
  765. HRESULT hr;
  766. // 2-sided operation
  767. if (ccw)
  768. {
  769. // fail op
  770. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  771. if (FAILED(hr))
  772. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  773. // depth fail op
  774. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  775. if (FAILED(hr))
  776. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  777. // pass op
  778. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  779. if (FAILED(hr))
  780. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  781. }
  782. else
  783. {
  784. // fail op
  785. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  786. if (FAILED(hr))
  787. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  788. // depth fail op
  789. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  790. if (FAILED(hr))
  791. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  792. // pass op
  793. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  794. if (FAILED(hr))
  795. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  796. }
  797. }
  798. void D3D9RenderSystem::setStencilBufferFunc(CompareFunction func, bool ccw)
  799. {
  800. HRESULT hr;
  801. if(ccw)
  802. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  803. else
  804. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  805. if (FAILED(hr))
  806. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  807. }
  808. void D3D9RenderSystem::setStencilBufferReadMask(UINT32 mask)
  809. {
  810. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  811. if (FAILED(hr))
  812. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  813. }
  814. void D3D9RenderSystem::setStencilBufferWriteMask(UINT32 mask)
  815. {
  816. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  817. if (FAILED(hr))
  818. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  819. }
  820. void D3D9RenderSystem::setStencilRefValue(UINT32 refValue)
  821. {
  822. THROW_IF_NOT_CORE_THREAD;
  823. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  824. if (FAILED(hr))
  825. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  826. }
  827. void D3D9RenderSystem::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  828. {
  829. THROW_IF_NOT_CORE_THREAD;
  830. HRESULT hr;
  831. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  832. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  833. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  834. if (FAILED(hr))
  835. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  836. }
  837. void D3D9RenderSystem::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  838. {
  839. THROW_IF_NOT_CORE_THREAD;
  840. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  841. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  842. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  843. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  844. }
  845. void D3D9RenderSystem::setRenderTarget(const SPtr<RenderTargetCore>& target)
  846. {
  847. THROW_IF_NOT_CORE_THREAD;
  848. mActiveRenderTarget = target;
  849. const RenderTargetProperties& rtProps = target->getProperties();
  850. HRESULT hr;
  851. // Possibly change device if the target is a window
  852. if (rtProps.isWindow())
  853. {
  854. D3D9RenderWindowCore* window = static_cast<D3D9RenderWindowCore*>(target.get());
  855. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  856. window->_validateDevice();
  857. }
  858. // Retrieve render surfaces
  859. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  860. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*, ScratchAlloc>(maxRenderTargets);
  861. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  862. target->getCustomAttribute("DDBACKBUFFER", pBack);
  863. if (!pBack[0])
  864. {
  865. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  866. return;
  867. }
  868. IDirect3DSurface9* pDepth = NULL;
  869. if (!pDepth)
  870. target->getCustomAttribute("D3DZBUFFER", &pDepth);
  871. // Bind render targets
  872. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  873. {
  874. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  875. if (FAILED(hr))
  876. {
  877. String msg = DXGetErrorDescription(hr);
  878. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  879. }
  880. }
  881. bs_deleteN<ScratchAlloc>(pBack, maxRenderTargets);
  882. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  883. if (FAILED(hr))
  884. {
  885. String msg = DXGetErrorDescription(hr);
  886. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  887. }
  888. // Set sRGB write mode
  889. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  890. applyViewport();
  891. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  892. }
  893. void D3D9RenderSystem::setViewport(const Rect2& vp)
  894. {
  895. THROW_IF_NOT_CORE_THREAD;
  896. mViewportNorm = vp;
  897. applyViewport();
  898. }
  899. void D3D9RenderSystem::beginFrame()
  900. {
  901. THROW_IF_NOT_CORE_THREAD;
  902. HRESULT hr;
  903. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  904. {
  905. String msg = DXGetErrorDescription(hr);
  906. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  907. }
  908. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  909. mIsFrameInProgress = true;
  910. }
  911. void D3D9RenderSystem::endFrame()
  912. {
  913. THROW_IF_NOT_CORE_THREAD;
  914. HRESULT hr;
  915. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  916. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  917. mIsFrameInProgress = false;
  918. }
  919. void D3D9RenderSystem::setVertexDeclaration(VertexDeclarationPtr decl)
  920. {
  921. THROW_IF_NOT_CORE_THREAD;
  922. std::shared_ptr<D3D9VertexDeclaration> d3ddecl = std::static_pointer_cast<D3D9VertexDeclaration>(decl);
  923. HRESULT hr;
  924. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  925. {
  926. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  927. }
  928. }
  929. void D3D9RenderSystem::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  930. {
  931. THROW_IF_NOT_CORE_THREAD;
  932. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  933. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  934. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  935. HRESULT hr;
  936. for(UINT32 i = 0; i < numBuffers; i++)
  937. {
  938. if(buffers[i] != nullptr)
  939. {
  940. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  941. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  942. hr = getActiveD3D9Device()->SetStreamSource(
  943. static_cast<UINT>(index + i),
  944. d3d9buf->getD3D9VertexBuffer(),
  945. 0,
  946. static_cast<UINT>(vbProps.getVertexSize()) // stride
  947. );
  948. }
  949. else
  950. {
  951. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  952. }
  953. if (FAILED(hr))
  954. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  955. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  956. }
  957. }
  958. void D3D9RenderSystem::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  959. {
  960. THROW_IF_NOT_CORE_THREAD;
  961. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  962. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  963. if (FAILED(hr))
  964. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  965. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  966. }
  967. void D3D9RenderSystem::setDrawOperation(DrawOperationType op)
  968. {
  969. THROW_IF_NOT_CORE_THREAD;
  970. mCurrentDrawOperation = op;
  971. }
  972. void D3D9RenderSystem::draw(UINT32 vertexOffset, UINT32 vertexCount)
  973. {
  974. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  975. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  976. if(FAILED(hr))
  977. {
  978. String msg = DXGetErrorDescription(hr);
  979. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  980. }
  981. BS_INC_RENDER_STAT(NumDrawCalls);
  982. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  983. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  984. }
  985. void D3D9RenderSystem::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  986. {
  987. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  988. // do indexed draw operation
  989. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  990. getD3D9PrimitiveType(),
  991. static_cast<UINT>(vertexOffset),
  992. 0,
  993. static_cast<UINT>(vertexCount),
  994. static_cast<UINT>(startIndex),
  995. static_cast<UINT>(primCount)
  996. );
  997. if(FAILED(hr))
  998. {
  999. String msg = DXGetErrorDescription(hr);
  1000. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  1001. }
  1002. BS_INC_RENDER_STAT(NumDrawCalls);
  1003. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  1004. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  1005. }
  1006. void D3D9RenderSystem::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  1007. {
  1008. THROW_IF_NOT_CORE_THREAD;
  1009. mScissorRect.left = static_cast<LONG>(left);
  1010. mScissorRect.top = static_cast<LONG>(top);
  1011. mScissorRect.bottom = static_cast<LONG>(bottom);
  1012. mScissorRect.right = static_cast<LONG>(right);
  1013. }
  1014. void D3D9RenderSystem::setScissorTestEnable(bool enable)
  1015. {
  1016. THROW_IF_NOT_CORE_THREAD;
  1017. HRESULT hr;
  1018. if (enable)
  1019. {
  1020. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1021. {
  1022. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1023. }
  1024. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1025. {
  1026. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1027. }
  1028. }
  1029. else
  1030. {
  1031. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1032. {
  1033. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1034. }
  1035. }
  1036. }
  1037. void D3D9RenderSystem::setMultisampleAntialiasEnable(bool enable)
  1038. {
  1039. HRESULT hr;
  1040. if(enable)
  1041. {
  1042. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1043. {
  1044. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1045. }
  1046. }
  1047. else
  1048. {
  1049. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1050. {
  1051. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1052. }
  1053. }
  1054. }
  1055. void D3D9RenderSystem::setAntialiasedLineEnable(bool enable)
  1056. {
  1057. HRESULT hr;
  1058. if(enable)
  1059. {
  1060. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1061. {
  1062. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1063. }
  1064. }
  1065. else
  1066. {
  1067. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1068. {
  1069. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1070. }
  1071. }
  1072. }
  1073. void D3D9RenderSystem::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1074. {
  1075. if(mActiveRenderTarget == nullptr)
  1076. return;
  1077. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1078. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1079. clearArea(buffers, color, depth, stencil, clearRect);
  1080. }
  1081. void D3D9RenderSystem::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  1082. {
  1083. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1084. clearArea(buffers, color, depth, stencil, clearRect);
  1085. }
  1086. void D3D9RenderSystem::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1087. {
  1088. THROW_IF_NOT_CORE_THREAD;
  1089. if(mActiveRenderTarget == nullptr)
  1090. return;
  1091. DWORD flags = 0;
  1092. if (buffers & FBT_COLOR)
  1093. {
  1094. flags |= D3DCLEAR_TARGET;
  1095. }
  1096. if (buffers & FBT_DEPTH)
  1097. {
  1098. flags |= D3DCLEAR_ZBUFFER;
  1099. }
  1100. // Only try to clear the stencil buffer if supported
  1101. if (buffers & FBT_STENCIL)
  1102. {
  1103. flags |= D3DCLEAR_STENCIL;
  1104. }
  1105. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1106. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1107. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1108. if(!clearEntireTarget)
  1109. {
  1110. D3DRECT clearD3DRect;
  1111. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1112. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1113. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1114. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1115. HRESULT hr;
  1116. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1117. {
  1118. String msg = DXGetErrorDescription(hr);
  1119. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1120. }
  1121. }
  1122. else
  1123. {
  1124. HRESULT hr;
  1125. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1126. {
  1127. String msg = DXGetErrorDescription(hr);
  1128. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1129. }
  1130. }
  1131. BS_INC_RENDER_STAT(NumClears);
  1132. }
  1133. IDirect3D9* D3D9RenderSystem::getDirect3D9()
  1134. {
  1135. THROW_IF_NOT_CORE_THREAD;
  1136. return msD3D9RenderSystem->mpD3D;
  1137. }
  1138. UINT D3D9RenderSystem::getResourceCreationDeviceCount()
  1139. {
  1140. THROW_IF_NOT_CORE_THREAD;
  1141. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1142. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1143. {
  1144. return 1;
  1145. }
  1146. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1147. {
  1148. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1149. }
  1150. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1151. return 0;
  1152. }
  1153. IDirect3DDevice9* D3D9RenderSystem::getResourceCreationDevice(UINT index)
  1154. {
  1155. THROW_IF_NOT_CORE_THREAD;
  1156. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1157. IDirect3DDevice9* d3d9Device = NULL;
  1158. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1159. {
  1160. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1161. }
  1162. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1163. {
  1164. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1165. }
  1166. else
  1167. {
  1168. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1169. }
  1170. return d3d9Device;
  1171. }
  1172. IDirect3DDevice9* D3D9RenderSystem::getActiveD3D9Device()
  1173. {
  1174. THROW_IF_NOT_CORE_THREAD;
  1175. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1176. IDirect3DDevice9* d3d9Device;
  1177. d3d9Device = activeDevice->getD3D9Device();
  1178. if (d3d9Device == nullptr)
  1179. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1180. return d3d9Device;
  1181. }
  1182. D3D9ResourceManager* D3D9RenderSystem::getResourceManager()
  1183. {
  1184. // No need to check if we're on core thread as this is synced up internally
  1185. return msD3D9RenderSystem->mResourceManager;
  1186. }
  1187. D3D9DeviceManager* D3D9RenderSystem::getDeviceManager()
  1188. {
  1189. THROW_IF_NOT_CORE_THREAD;
  1190. return msD3D9RenderSystem->mDeviceManager;
  1191. }
  1192. /************************************************************************/
  1193. /* UTILITY METHODS */
  1194. /************************************************************************/
  1195. float D3D9RenderSystem::getHorizontalTexelOffset()
  1196. {
  1197. // D3D considers the origin to be in the center of a pixel
  1198. return -0.5f;
  1199. }
  1200. float D3D9RenderSystem::getVerticalTexelOffset()
  1201. {
  1202. // D3D considers the origin to be in the center of a pixel
  1203. return -0.5f;
  1204. }
  1205. float D3D9RenderSystem::getMinimumDepthInputValue()
  1206. {
  1207. // Range [0.0f, 1.0f]
  1208. return 0.0f;
  1209. }
  1210. float D3D9RenderSystem::getMaximumDepthInputValue()
  1211. {
  1212. // Range [0.0f, 1.0f]
  1213. return 1.0f;
  1214. }
  1215. VertexElementType D3D9RenderSystem::getColorVertexElementType() const
  1216. {
  1217. return VET_COLOR_ARGB;
  1218. }
  1219. void D3D9RenderSystem::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1220. {
  1221. dest = matrix;
  1222. // Convert depth range from [-1,+1] to [0,1]
  1223. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1224. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1225. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1226. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1227. }
  1228. /************************************************************************/
  1229. /* PRIVATE */
  1230. /************************************************************************/
  1231. D3D9DriverList* D3D9RenderSystem::getDirect3DDrivers() const
  1232. {
  1233. if( !mDriverList )
  1234. mDriverList = bs_new<D3D9DriverList>();
  1235. return mDriverList;
  1236. }
  1237. D3DPRIMITIVETYPE D3D9RenderSystem::getD3D9PrimitiveType() const
  1238. {
  1239. switch(mCurrentDrawOperation)
  1240. {
  1241. case DOT_POINT_LIST:
  1242. return D3DPT_POINTLIST;
  1243. case DOT_LINE_LIST:
  1244. return D3DPT_LINELIST;
  1245. case DOT_LINE_STRIP:
  1246. return D3DPT_LINESTRIP;
  1247. case DOT_TRIANGLE_LIST:
  1248. return D3DPT_TRIANGLELIST;
  1249. case DOT_TRIANGLE_STRIP:
  1250. return D3DPT_TRIANGLESTRIP;
  1251. case DOT_TRIANGLE_FAN:
  1252. return D3DPT_TRIANGLEFAN;
  1253. }
  1254. return D3DPT_TRIANGLELIST;
  1255. }
  1256. RenderSystemCapabilities* D3D9RenderSystem::updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow)
  1257. {
  1258. RenderSystemCapabilities* rsc = mCurrentCapabilities;
  1259. if (rsc == nullptr)
  1260. rsc = bs_new<RenderSystemCapabilities>();
  1261. rsc->setDriverVersion(mDriverVersion);
  1262. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1263. rsc->setRenderSystemName(getName());
  1264. // Init caps to maximum.
  1265. rsc->setCapability(RSC_ANISOTROPY);
  1266. rsc->setCapability(RSC_AUTOMIPMAP);
  1267. rsc->setCapability(RSC_CUBEMAPPING);
  1268. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1269. rsc->setCapability(RSC_STENCIL_WRAP);
  1270. rsc->setCapability(RSC_HWOCCLUSION);
  1271. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1272. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1273. rsc->setCapability(RSC_TEXTURE_3D);
  1274. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1275. rsc->setNumMultiRenderTargets(BS_MAX_MULTIPLE_RENDER_TARGETS);
  1276. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1277. rsc->setCapability(RSC_POINT_SPRITES);
  1278. rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1279. rsc->setMaxPointSize(10.0);
  1280. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1281. rsc->setCapability(RSC_PERSTAGECONSTANT);
  1282. rsc->setStencilBufferBitDepth(8);
  1283. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1284. for (UINT32 i=0; i < mDeviceManager->getDeviceCount(); ++i)
  1285. {
  1286. D3D9Device* device = mDeviceManager->getDevice(i);
  1287. IDirect3DDevice9* d3d9Device = device->getD3D9Device();
  1288. IDirect3DSurface9* pSurf;
  1289. // Check for hardware stencil support
  1290. d3d9Device->GetDepthStencilSurface(&pSurf);
  1291. if (pSurf != nullptr)
  1292. {
  1293. D3DSURFACE_DESC surfDesc;
  1294. pSurf->GetDesc(&surfDesc);
  1295. pSurf->Release();
  1296. }
  1297. // Check for hardware occlusion support
  1298. HRESULT hr = d3d9Device->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL);
  1299. if (FAILED(hr))
  1300. rsc->unsetCapability(RSC_HWOCCLUSION);
  1301. }
  1302. // Update RS caps using the minimum value found in adapter list.
  1303. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1304. {
  1305. D3D9Driver* pCurDriver = mDriverList->item(i);
  1306. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1307. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, 16); // We don't support anything lower than SM3, and 16 is the sampler count determined by the specification
  1308. rsc->setMaxBoundVertexBuffers(static_cast<UINT32>(rkCurCaps.MaxStreams));
  1309. // Check for Anisotropy.
  1310. if (rkCurCaps.MaxAnisotropy <= 1)
  1311. rsc->unsetCapability(RSC_ANISOTROPY);
  1312. // Check automatic mipmap generation.
  1313. if ((rkCurCaps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) == 0)
  1314. rsc->unsetCapability(RSC_AUTOMIPMAP);
  1315. // Two-sided stencil
  1316. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) == 0)
  1317. rsc->unsetCapability(RSC_TWO_SIDED_STENCIL);
  1318. // stencil wrap
  1319. if ((rkCurCaps.StencilCaps & D3DSTENCILCAPS_INCR) == 0 ||
  1320. (rkCurCaps.StencilCaps & D3DSTENCILCAPS_DECR) == 0)
  1321. rsc->unsetCapability(RSC_STENCIL_WRAP);
  1322. // User clip planes
  1323. if (rkCurCaps.MaxUserClipPlanes == 0)
  1324. rsc->unsetCapability(RSC_USER_CLIP_PLANES);
  1325. // UBYTE4 type?
  1326. if ((rkCurCaps.DeclTypes & D3DDTCAPS_UBYTE4) == 0)
  1327. rsc->unsetCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1328. // Check cube map support.
  1329. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) == 0)
  1330. rsc->unsetCapability(RSC_CUBEMAPPING);
  1331. // 3D textures?
  1332. if ((rkCurCaps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) == 0)
  1333. rsc->unsetCapability(RSC_TEXTURE_3D);
  1334. if (rkCurCaps.TextureCaps & D3DPTEXTURECAPS_POW2)
  1335. {
  1336. // Conditional support for non POW2
  1337. if (!(rkCurCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
  1338. rsc->unsetCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1339. }
  1340. // Number of render targets
  1341. if (rkCurCaps.NumSimultaneousRTs < rsc->getNumMultiRenderTargets())
  1342. {
  1343. rsc->setNumMultiRenderTargets(std::min((UINT16)rkCurCaps.NumSimultaneousRTs, (UINT16)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1344. }
  1345. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS) == 0)
  1346. {
  1347. rsc->unsetCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1348. }
  1349. // Point sprites
  1350. if (rkCurCaps.MaxPointSize <= 1.0f)
  1351. {
  1352. rsc->unsetCapability(RSC_POINT_SPRITES);
  1353. // sprites and extended parameters go together in D3D
  1354. rsc->unsetCapability(RSC_POINT_EXTENDED_PARAMETERS);
  1355. }
  1356. // Take the minimum point size.
  1357. if (rkCurCaps.MaxPointSize < rsc->getMaxPointSize())
  1358. rsc->setMaxPointSize(rkCurCaps.MaxPointSize);
  1359. // Mipmap LOD biasing?
  1360. if ((rkCurCaps.RasterCaps & D3DPRASTERCAPS_MIPMAPLODBIAS) == 0)
  1361. rsc->unsetCapability(RSC_MIPMAP_LOD_BIAS);
  1362. // Do we support per-stage src_manual constants?
  1363. // HACK - ATI drivers seem to be buggy and don't support per-stage constants properly?
  1364. // TODO: move this to RSC
  1365. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT) == 0)
  1366. rsc->unsetCapability(RSC_PERSTAGECONSTANT);
  1367. // Advanced blend operations? min max subtract rev
  1368. if((rkCurCaps.PrimitiveMiscCaps & D3DPMISCCAPS_BLENDOP) == 0)
  1369. rsc->unsetCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1370. }
  1371. // We always support compression, D3DX will decompress if device does not support
  1372. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1373. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1374. updateVertexShaderCaps(rsc);
  1375. updatePixelShaderCaps(rsc);
  1376. // Adapter details
  1377. const D3DADAPTER_IDENTIFIER9& adapterID = mActiveD3DDriver->getAdapterIdentifier();
  1378. // determine vendor
  1379. // Full list of vendors here: http://www.pcidatabase.com/vendors.php?sort=id
  1380. switch(adapterID.VendorId)
  1381. {
  1382. case 0x10DE:
  1383. rsc->setVendor(GPU_NVIDIA);
  1384. break;
  1385. case 0x1002:
  1386. rsc->setVendor(GPU_AMD);
  1387. break;
  1388. case 0x163C:
  1389. case 0x8086:
  1390. rsc->setVendor(GPU_INTEL);
  1391. break;
  1392. default:
  1393. rsc->setVendor(GPU_UNKNOWN);
  1394. break;
  1395. };
  1396. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1397. // We always support rendertextures bigger than the frame buffer
  1398. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1399. // Determine if any floating point texture format is supported
  1400. D3DFORMAT floatFormats[6] = {D3DFMT_R16F, D3DFMT_G16R16F,
  1401. D3DFMT_A16B16G16R16F, D3DFMT_R32F, D3DFMT_G32R32F,
  1402. D3DFMT_A32B32G32R32F};
  1403. IDirect3DSurface9* bbSurf;
  1404. renderWindow->getCustomAttribute("DDBACKBUFFER", &bbSurf);
  1405. D3DSURFACE_DESC bbSurfDesc;
  1406. bbSurf->GetDesc(&bbSurfDesc);
  1407. for (int i = 0; i < 6; ++i)
  1408. {
  1409. if (SUCCEEDED(mpD3D->CheckDeviceFormat(mActiveD3DDriver->getAdapterNumber(),
  1410. D3DDEVTYPE_HAL, bbSurfDesc.Format,
  1411. 0, D3DRTYPE_TEXTURE, floatFormats[i])))
  1412. {
  1413. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1414. break;
  1415. }
  1416. }
  1417. // Vertex textures
  1418. if (rsc->isShaderProfileSupported("vs_3_0"))
  1419. {
  1420. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1421. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, 4);
  1422. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM) +
  1423. rsc->getNumTextureUnits(GPT_VERTEX_PROGRAM));
  1424. }
  1425. else
  1426. {
  1427. rsc->setNumCombinedTextureUnits(rsc->getNumTextureUnits(GPT_FRAGMENT_PROGRAM));
  1428. }
  1429. // Check alpha to coverage support
  1430. // this varies per vendor! But at least SM3 is required
  1431. if (rsc->isShaderProfileSupported("ps_3_0"))
  1432. {
  1433. // NVIDIA needs a separate check
  1434. if (rsc->getVendor() == GPU_NVIDIA)
  1435. {
  1436. if (mpD3D->CheckDeviceFormat(
  1437. D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
  1438. (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK)
  1439. {
  1440. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1441. }
  1442. }
  1443. else if (rsc->getVendor() == GPU_AMD)
  1444. {
  1445. // There is no check on ATI, we have to assume SM3 == support
  1446. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1447. }
  1448. // no other cards have Dx9 hacks for alpha to coverage, as far as I know
  1449. }
  1450. if (mCurrentCapabilities == nullptr)
  1451. {
  1452. mCurrentCapabilities = rsc;
  1453. mCurrentCapabilities->addShaderProfile("hlsl");
  1454. mCurrentCapabilities->addShaderProfile("cg");
  1455. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1456. GpuProgramManager::instance().addFactory(mHLSLProgramFactory);
  1457. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1458. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1459. // set stages desc. to defaults
  1460. for (UINT32 n = 0; n < mNumTexStages; n++)
  1461. {
  1462. mTexStageDesc[n].coordIndex = 0;
  1463. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1464. mTexStageDesc[n].pTex = 0;
  1465. mTexStageDesc[n].pVertexTex = 0;
  1466. }
  1467. }
  1468. return rsc;
  1469. }
  1470. void D3D9RenderSystem::updateVertexShaderCaps(RenderSystemCapabilities* rsc) const
  1471. {
  1472. UINT16 major = 0xFF;
  1473. UINT16 minor = 0xFF;
  1474. D3DCAPS9 minVSCaps;
  1475. // Find the device with the lowest vertex shader caps.
  1476. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1477. {
  1478. D3D9Driver* pCurDriver = mDriverList->item(i);
  1479. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1480. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1481. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1482. if (currMajor < major)
  1483. {
  1484. major = currMajor;
  1485. minor = currMinor;
  1486. minVSCaps = rkCurCaps;
  1487. }
  1488. else if (currMajor == major && currMinor < minor)
  1489. {
  1490. minor = currMinor;
  1491. minVSCaps = rkCurCaps;
  1492. }
  1493. }
  1494. // In case we didn't found any vertex shader support
  1495. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1496. // software vertex processing is reported there
  1497. if (major == 0 && minor == 0)
  1498. {
  1499. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1500. D3DCAPS9 d3dDeviceCaps9;
  1501. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1502. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1503. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1504. }
  1505. bool vs2x = false;
  1506. bool vs2a = false;
  1507. // Special case detection for vs_2_x/a support
  1508. if (major >= 2)
  1509. {
  1510. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1511. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1512. (minVSCaps.VS20Caps.NumTemps >= 12))
  1513. {
  1514. vs2x = true;
  1515. }
  1516. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1517. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1518. (minVSCaps.VS20Caps.NumTemps >= 13))
  1519. {
  1520. vs2a = true;
  1521. }
  1522. }
  1523. // Populate max param count
  1524. switch (major)
  1525. {
  1526. case 1:
  1527. // No boolean params allowed
  1528. rsc->setVertexProgramConstantBoolCount(0);
  1529. // No integer params allowed
  1530. rsc->setVertexProgramConstantIntCount(0);
  1531. // float params, always 4D
  1532. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1533. break;
  1534. case 2:
  1535. // 16 boolean params allowed
  1536. rsc->setVertexProgramConstantBoolCount(16);
  1537. // 16 integer params allowed, 4D
  1538. rsc->setVertexProgramConstantIntCount(16);
  1539. // float params, always 4D
  1540. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1541. break;
  1542. case 3:
  1543. // 16 boolean params allowed
  1544. rsc->setVertexProgramConstantBoolCount(16);
  1545. // 16 integer params allowed, 4D
  1546. rsc->setVertexProgramConstantIntCount(16);
  1547. // float params, always 4D
  1548. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1549. break;
  1550. }
  1551. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1552. switch(major)
  1553. {
  1554. case 3:
  1555. rsc->addShaderProfile("vs_3_0");
  1556. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1557. case 2:
  1558. if (vs2x)
  1559. {
  1560. rsc->addShaderProfile("vs_2_x");
  1561. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1562. }
  1563. if (vs2a)
  1564. {
  1565. rsc->addShaderProfile("vs_2_a");
  1566. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1567. }
  1568. rsc->addShaderProfile("vs_2_0");
  1569. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1570. case 1:
  1571. rsc->addShaderProfile("vs_1_1");
  1572. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1573. }
  1574. }
  1575. void D3D9RenderSystem::updatePixelShaderCaps(RenderSystemCapabilities* rsc) const
  1576. {
  1577. UINT16 major = 0xFF;
  1578. UINT16 minor = 0xFF;
  1579. D3DCAPS9 minPSCaps;
  1580. // Find the device with the lowest pixel shader caps.
  1581. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1582. {
  1583. D3D9Driver* pCurDriver = mDriverList->item(i);
  1584. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1585. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1586. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1587. if (currMajor < major)
  1588. {
  1589. major = currMajor;
  1590. minor = currMinor;
  1591. minPSCaps = currCaps;
  1592. }
  1593. else if (currMajor == major && currMinor < minor)
  1594. {
  1595. minor = currMinor;
  1596. minPSCaps = currCaps;
  1597. }
  1598. }
  1599. bool ps2a = false;
  1600. bool ps2b = false;
  1601. bool ps2x = false;
  1602. // Special case detection for ps_2_x/a/b support
  1603. if (major >= 2)
  1604. {
  1605. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1606. (minPSCaps.PS20Caps.NumTemps >= 32))
  1607. {
  1608. ps2b = true;
  1609. }
  1610. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1611. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1612. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1613. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1614. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1615. (minPSCaps.PS20Caps.NumTemps >= 22))
  1616. {
  1617. ps2a = true;
  1618. }
  1619. // Does this enough?
  1620. if (ps2a || ps2b)
  1621. {
  1622. ps2x = true;
  1623. }
  1624. }
  1625. switch (major)
  1626. {
  1627. case 1:
  1628. // no boolean params allowed
  1629. rsc->setFragmentProgramConstantBoolCount(0);
  1630. // no integer params allowed
  1631. rsc->setFragmentProgramConstantIntCount(0);
  1632. // float params, always 4D
  1633. rsc->setFragmentProgramConstantFloatCount(8);
  1634. break;
  1635. case 2:
  1636. // 16 boolean params allowed
  1637. rsc->setFragmentProgramConstantBoolCount(16);
  1638. // 16 integer params allowed, 4D
  1639. rsc->setFragmentProgramConstantIntCount(16);
  1640. // float params, always 4D
  1641. rsc->setFragmentProgramConstantFloatCount(32);
  1642. break;
  1643. case 3:
  1644. // 16 boolean params allowed
  1645. rsc->setFragmentProgramConstantBoolCount(16);
  1646. // 16 integer params allowed, 4D
  1647. rsc->setFragmentProgramConstantIntCount(16);
  1648. // float params, always 4D
  1649. rsc->setFragmentProgramConstantFloatCount(224);
  1650. break;
  1651. }
  1652. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1653. switch(major)
  1654. {
  1655. case 3:
  1656. if (minor > 0)
  1657. {
  1658. rsc->addShaderProfile("ps_3_x");
  1659. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1660. }
  1661. rsc->addShaderProfile("ps_3_0");
  1662. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1663. case 2:
  1664. if (ps2x)
  1665. {
  1666. rsc->addShaderProfile("ps_2_x");
  1667. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1668. }
  1669. if (ps2a)
  1670. {
  1671. rsc->addShaderProfile("ps_2_a");
  1672. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1673. }
  1674. if (ps2b)
  1675. {
  1676. rsc->addShaderProfile("ps_2_b");
  1677. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1678. }
  1679. rsc->addShaderProfile("ps_2_0");
  1680. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1681. case 1:
  1682. if (major > 1 || minor >= 4)
  1683. {
  1684. rsc->addShaderProfile("ps_1_4");
  1685. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1686. }
  1687. if (major > 1 || minor >= 3)
  1688. {
  1689. rsc->addShaderProfile("ps_1_3");
  1690. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1691. }
  1692. if (major > 1 || minor >= 2)
  1693. {
  1694. rsc->addShaderProfile("ps_1_2");
  1695. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1696. }
  1697. rsc->addShaderProfile("ps_1_1");
  1698. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1699. }
  1700. }
  1701. String D3D9RenderSystem::getErrorDescription(long errorNumber) const
  1702. {
  1703. const String errMsg = DXGetErrorDescription(errorNumber);
  1704. return errMsg;
  1705. }
  1706. void D3D9RenderSystem::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1707. {
  1708. float plane[4] = { A, B, C, D };
  1709. getActiveD3D9Device()->SetClipPlane (index, plane);
  1710. }
  1711. void D3D9RenderSystem::enableClipPlane (UINT16 index, bool enable)
  1712. {
  1713. DWORD prev;
  1714. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1715. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1716. (prev | (1 << index)) : (prev & ~(1 << index)));
  1717. }
  1718. void D3D9RenderSystem::notifyOnDeviceLost(D3D9Device* device)
  1719. {
  1720. if (mIsFrameInProgress)
  1721. {
  1722. endFrame();
  1723. mRestoreFrameOnReset = true;
  1724. }
  1725. }
  1726. void D3D9RenderSystem::notifyOnDeviceReset(D3D9Device* device)
  1727. {
  1728. // Reset state attributes.
  1729. mVertexProgramBound = false;
  1730. mFragmentProgramBound = false;
  1731. if (mRestoreFrameOnReset)
  1732. {
  1733. beginFrame();
  1734. mRestoreFrameOnReset = false;
  1735. }
  1736. }
  1737. void D3D9RenderSystem::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1738. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1739. {
  1740. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1741. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1742. CSAAMode csaaMode = CSAA_Normal;
  1743. D3D9DriverList* driverList = getDirect3DDrivers();
  1744. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1745. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1746. for (UINT32 i = 0; i < driverList->count(); ++i)
  1747. {
  1748. D3D9Driver* currDriver = driverList->item(i);
  1749. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1750. {
  1751. deviceDriver = currDriver;
  1752. break;
  1753. }
  1754. }
  1755. UINT32 origNumSamples = multisampleCount;
  1756. bool foundValid = false;
  1757. while (!foundValid)
  1758. {
  1759. // Deal with special cases
  1760. if (tryCSAA)
  1761. {
  1762. switch(multisampleCount)
  1763. {
  1764. case 8:
  1765. if (csaaMode == CSAA_Quality)
  1766. {
  1767. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1768. *outMultisampleQuality = 0;
  1769. }
  1770. else
  1771. {
  1772. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1773. *outMultisampleQuality = 2;
  1774. }
  1775. break;
  1776. case 16:
  1777. if (csaaMode == CSAA_Quality)
  1778. {
  1779. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1780. *outMultisampleQuality = 2;
  1781. }
  1782. else
  1783. {
  1784. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1785. *outMultisampleQuality = 4;
  1786. }
  1787. break;
  1788. }
  1789. }
  1790. else // !CSAA
  1791. {
  1792. *outMultisampleType = (D3DMULTISAMPLE_TYPE)multisampleCount;
  1793. *outMultisampleQuality = 0;
  1794. }
  1795. HRESULT hr;
  1796. DWORD outQuality;
  1797. hr = mpD3D->CheckDeviceMultiSampleType(
  1798. deviceDriver->getAdapterNumber(),
  1799. D3DDEVTYPE_HAL,
  1800. d3dPixelFormat,
  1801. !fullScreen,
  1802. *outMultisampleType,
  1803. &outQuality);
  1804. if (SUCCEEDED(hr) &&
  1805. (!tryCSAA || outQuality > *outMultisampleQuality))
  1806. {
  1807. foundValid = true;
  1808. }
  1809. else
  1810. {
  1811. // Downgrade
  1812. if (tryCSAA && multisampleCount == 8)
  1813. {
  1814. // For CSAA, we'll try downgrading with quality mode at all samples.
  1815. // then try without quality, then drop CSAA
  1816. if (csaaMode == CSAA_Quality)
  1817. {
  1818. // Drop quality first
  1819. csaaMode = CSAA_Normal;
  1820. }
  1821. else
  1822. {
  1823. // Drop CSAA entirely
  1824. tryCSAA = false;
  1825. }
  1826. // Return to original requested samples
  1827. multisampleCount = origNumSamples;
  1828. }
  1829. else
  1830. {
  1831. // Drop samples
  1832. multisampleCount--;
  1833. if (multisampleCount == 1)
  1834. {
  1835. // Ran out of options, no multisampling
  1836. multisampleCount = 0;
  1837. foundValid = true;
  1838. }
  1839. }
  1840. }
  1841. }
  1842. }
  1843. void D3D9RenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes)
  1844. {
  1845. size_t i;
  1846. size_t numClipPlanes;
  1847. D3DXPLANE dx9ClipPlane;
  1848. DWORD mask = 0;
  1849. HRESULT hr;
  1850. numClipPlanes = clipPlanes.size();
  1851. for (i = 0; i < numClipPlanes; ++i)
  1852. {
  1853. const Plane& plane = clipPlanes[i];
  1854. dx9ClipPlane.a = plane.normal.x;
  1855. dx9ClipPlane.b = plane.normal.y;
  1856. dx9ClipPlane.c = plane.normal.z;
  1857. dx9ClipPlane.d = plane.d;
  1858. // TODO Low priority - Transform planes to clip space?
  1859. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1860. if (FAILED(hr))
  1861. {
  1862. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1863. }
  1864. mask |= (1 << i);
  1865. }
  1866. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1867. if (FAILED(hr))
  1868. {
  1869. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1870. }
  1871. }
  1872. HRESULT D3D9RenderSystem::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1873. {
  1874. return getActiveD3D9Device()->SetRenderState(state, value);
  1875. }
  1876. HRESULT D3D9RenderSystem::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1877. {
  1878. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1879. }
  1880. HRESULT D3D9RenderSystem::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1881. {
  1882. if (stage < 8)
  1883. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1884. else
  1885. return D3D_OK;
  1886. }
  1887. DWORD D3D9RenderSystem::getCurrentAnisotropy(UINT32 unit)
  1888. {
  1889. DWORD oldVal;
  1890. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1891. return oldVal;
  1892. }
  1893. void D3D9RenderSystem::applyViewport()
  1894. {
  1895. if (mActiveRenderTarget == nullptr)
  1896. return;
  1897. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1898. D3DVIEWPORT9 d3dvp;
  1899. HRESULT hr;
  1900. setCullingMode(mCullingMode);
  1901. // Set viewport dimensions
  1902. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1903. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1904. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1905. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1906. d3dvp.X = mViewportLeft;
  1907. d3dvp.Y = mViewportTop;
  1908. d3dvp.Width = mViewportWidth;
  1909. d3dvp.Height = mViewportHeight;
  1910. if (rtProps.requiresTextureFlipping())
  1911. {
  1912. // Convert "top-left" to "bottom-left"
  1913. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  1914. }
  1915. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  1916. d3dvp.MinZ = 0.0f;
  1917. d3dvp.MaxZ = 1.0f;
  1918. if (FAILED(hr = getActiveD3D9Device()->SetViewport(&d3dvp)))
  1919. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  1920. }
  1921. }