BsD3D9RenderAPI.cpp 71 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D9RenderAPI.h"
  4. #include "BsD3D9Prerequisites.h"
  5. #include "BsD3D9DriverList.h"
  6. #include "BsD3D9Driver.h"
  7. #include "BsD3D9RenderWindow.h"
  8. #include "BsD3D9TextureManager.h"
  9. #include "BsD3D9Texture.h"
  10. #include "BsMath.h"
  11. #include "BsD3D9HardwareBufferManager.h"
  12. #include "BsD3D9IndexBuffer.h"
  13. #include "BsD3D9VertexBuffer.h"
  14. #include "BsD3D9VertexDeclaration.h"
  15. #include "BsD3D9GpuProgram.h"
  16. #include "BsD3D9HLSLProgramFactory.h"
  17. #include "BsD3D9OcclusionQuery.h"
  18. #include "BsD3D9DeviceManager.h"
  19. #include "BsD3D9ResourceManager.h"
  20. #include "BsD3D9RenderWindowManager.h"
  21. #include "BsGpuProgramManager.h"
  22. #include "BsRenderStateManager.h"
  23. #include "BsAsyncOp.h"
  24. #include "BsBlendState.h"
  25. #include "BsRasterizerState.h"
  26. #include "BsDepthStencilState.h"
  27. #include "BsGpuParams.h"
  28. #include "BsGpuParamDesc.h"
  29. #include "BsGpuParamBlockBuffer.h"
  30. #include "BsCoreThread.h"
  31. #include "BsD3D9QueryManager.h"
  32. #include "BsDebug.h"
  33. #include "BsRenderStats.h"
  34. namespace BansheeEngine
  35. {
  36. D3D9RenderAPI* D3D9RenderAPI::msD3D9RenderSystem = nullptr;
  37. D3D9RenderAPI::D3D9RenderAPI(HINSTANCE hInstance)
  38. : mTexStageDesc(nullptr), mNumTexStages(0), mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  39. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  40. mIsFrameInProgress(false), mRestoreFrameOnReset(false), mhInstance(hInstance),
  41. mpD3D(nullptr), mDriverList(nullptr), mActiveD3DDriver(nullptr), mHLSLProgramFactory(nullptr),
  42. mDeviceManager(nullptr), mResourceManager(nullptr), mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  43. {
  44. msD3D9RenderSystem = this;
  45. mScissorRect.left = 0;
  46. mScissorRect.right = 1280;
  47. mScissorRect.top = 0;
  48. mScissorRect.bottom = 720;
  49. }
  50. D3D9RenderAPI::~D3D9RenderAPI()
  51. {
  52. }
  53. const StringID& D3D9RenderAPI::getName() const
  54. {
  55. static StringID strName("D3D9RenderAPI");
  56. return strName;
  57. }
  58. const String& D3D9RenderAPI::getShadingLanguageName() const
  59. {
  60. static String strName("hlsl9");
  61. return strName;
  62. }
  63. void D3D9RenderAPI::initializePrepare()
  64. {
  65. THROW_IF_NOT_CORE_THREAD;
  66. // Create the resource manager.
  67. mResourceManager = bs_new<D3D9ResourceManager>();
  68. // Create our Direct3D object
  69. if((mpD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
  70. BS_EXCEPT(InternalErrorException, "Failed to create Direct3D9 object");
  71. // Init using current settings
  72. mActiveD3DDriver = getDirect3DDrivers()->item(0); // TODO - We always use the first driver
  73. if(mActiveD3DDriver == nullptr)
  74. BS_EXCEPT(InvalidParametersException, "Problems finding requested Direct3D driver!" );
  75. // get driver version
  76. mDriverVersion.major = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  77. mDriverVersion.minor = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.HighPart);
  78. mDriverVersion.release = HIWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  79. mDriverVersion.build = LOWORD(mActiveD3DDriver->getAdapterIdentifier().DriverVersion.LowPart);
  80. mVideoModeInfo = getDirect3DDrivers()->getVideoModeInfo();
  81. // Create the device manager.
  82. mDeviceManager = bs_new<D3D9DeviceManager>();
  83. // Also create hardware buffer manager
  84. HardwareBufferManager::startUp();
  85. HardwareBufferCoreManager::startUp<D3D9HardwareBufferCoreManager>();
  86. // Create & register HLSL factory
  87. mHLSLProgramFactory = bs_new<D3D9HLSLProgramFactory>();
  88. // Create render window manager
  89. RenderWindowManager::startUp<D3D9RenderWindowManager>(this);
  90. RenderWindowCoreManager::startUp<D3D9RenderWindowCoreManager>(this);
  91. // Create render state manager
  92. RenderStateCoreManager::startUp();
  93. RenderAPICore::initializePrepare();
  94. }
  95. void D3D9RenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  96. {
  97. D3D9RenderWindowCore* d3d9window = static_cast<D3D9RenderWindowCore*>(primaryWindow.get());
  98. updateRenderSystemCapabilities(d3d9window);
  99. // Create the texture manager for use by others
  100. TextureManager::startUp<D3D9TextureManager>();
  101. TextureCoreManager::startUp<D3D9TextureCoreManager>();
  102. QueryManager::startUp<D3D9QueryManager>();
  103. RenderAPICore::initializeFinalize(primaryWindow);
  104. }
  105. void D3D9RenderAPI::destroyCore()
  106. {
  107. if(mTexStageDesc != nullptr)
  108. {
  109. bs_deleteN(mTexStageDesc, mNumTexStages);
  110. mTexStageDesc = nullptr;
  111. }
  112. RenderAPICore::destroyCore();
  113. if(mDeviceManager != nullptr)
  114. {
  115. bs_delete(mDeviceManager);
  116. mDeviceManager = nullptr;
  117. }
  118. if(mDriverList != nullptr)
  119. {
  120. bs_delete(mDriverList);
  121. mDriverList = nullptr;
  122. }
  123. mActiveD3DDriver = NULL;
  124. QueryManager::shutDown();
  125. TextureCoreManager::shutDown();
  126. TextureManager::shutDown();
  127. HardwareBufferCoreManager::shutDown();
  128. HardwareBufferManager::shutDown();
  129. RenderWindowCoreManager::shutDown();
  130. RenderWindowManager::shutDown();
  131. RenderStateCoreManager::shutDown();
  132. // Deleting the HLSL program factory
  133. if (mHLSLProgramFactory)
  134. {
  135. GpuProgramCoreManager::instance().removeFactory(mHLSLProgramFactory);
  136. bs_delete(mHLSLProgramFactory);
  137. mHLSLProgramFactory = 0;
  138. }
  139. SAFE_RELEASE(mpD3D);
  140. if(mResourceManager != nullptr)
  141. {
  142. bs_delete(mResourceManager);
  143. mResourceManager = nullptr;
  144. }
  145. msD3D9RenderSystem = NULL;
  146. }
  147. void D3D9RenderAPI::registerWindow(RenderWindowCore& renderWindow)
  148. {
  149. THROW_IF_NOT_CORE_THREAD;
  150. D3D9RenderWindowCore* d3d9renderWindow = static_cast<D3D9RenderWindowCore*>(&renderWindow);
  151. String msg;
  152. mResourceManager->lockDeviceAccess();
  153. mDeviceManager->linkRenderWindow(d3d9renderWindow);
  154. mResourceManager->unlockDeviceAccess();
  155. }
  156. void D3D9RenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  157. {
  158. THROW_IF_NOT_CORE_THREAD;
  159. HRESULT hr;
  160. switch (prg->getProperties().getType())
  161. {
  162. case GPT_VERTEX_PROGRAM:
  163. hr = getActiveD3D9Device()->SetVertexShader(
  164. static_cast<D3D9GpuVertexProgramCore*>(prg.get())->getVertexShader());
  165. if (FAILED(hr))
  166. {
  167. BS_EXCEPT(RenderingAPIException, "Error calling SetVertexShader");
  168. }
  169. break;
  170. case GPT_FRAGMENT_PROGRAM:
  171. hr = getActiveD3D9Device()->SetPixelShader(
  172. static_cast<D3D9GpuFragmentProgramCore*>(prg.get())->getPixelShader());
  173. if (FAILED(hr))
  174. {
  175. BS_EXCEPT(RenderingAPIException, "Error calling SetPixelShader");
  176. }
  177. break;
  178. };
  179. // Make sure texcoord index is equal to stage value, As SDK Doc suggests:
  180. // "When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value."
  181. // This solves such an errors when working with the Debug runtime -
  182. // "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used".
  183. for (unsigned int nStage=0; nStage < 8; ++nStage)
  184. setTextureStageState(nStage, D3DTSS_TEXCOORDINDEX, nStage);
  185. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  186. RenderAPICore::bindGpuProgram(prg);
  187. }
  188. void D3D9RenderAPI::unbindGpuProgram(GpuProgramType gptype)
  189. {
  190. THROW_IF_NOT_CORE_THREAD;
  191. HRESULT hr;
  192. switch(gptype)
  193. {
  194. case GPT_VERTEX_PROGRAM:
  195. hr = getActiveD3D9Device()->SetVertexShader(NULL);
  196. if (FAILED(hr))
  197. {
  198. BS_EXCEPT(RenderingAPIException, "Error resetting SetVertexShader to NULL");
  199. }
  200. break;
  201. case GPT_FRAGMENT_PROGRAM:
  202. hr = getActiveD3D9Device()->SetPixelShader(NULL);
  203. if (FAILED(hr))
  204. {
  205. BS_EXCEPT(RenderingAPIException, "Error resetting SetPixelShader to NULL");
  206. }
  207. break;
  208. };
  209. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  210. RenderAPICore::unbindGpuProgram(gptype);
  211. }
  212. void D3D9RenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  213. {
  214. THROW_IF_NOT_CORE_THREAD;
  215. bindableParams->updateHardwareBuffers();
  216. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  217. // Read all the buffer data so we can assign it. Not the most efficient way of accessing data
  218. // but it is required in order to have standardized buffer interface.
  219. UnorderedMap<UINT32, UINT8*> bufferData;
  220. for(auto& curParam : paramDesc.params)
  221. {
  222. UINT32 paramBlockSlot = curParam.second.paramBlockSlot;
  223. auto iterFind = bufferData.find(paramBlockSlot);
  224. if(iterFind == bufferData.end())
  225. {
  226. SPtr<GpuParamBlockBufferCore> paramBlock = bindableParams->getParamBlockBuffer(paramBlockSlot);
  227. UINT8* data = (UINT8*)bs_alloc(paramBlock->getSize());
  228. paramBlock->readFromGPU(data);
  229. bufferData[paramBlockSlot] = data;
  230. }
  231. }
  232. HRESULT hr;
  233. switch(gptype)
  234. {
  235. case GPT_VERTEX_PROGRAM:
  236. {
  237. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  238. {
  239. const GpuParamDataDesc& paramDesc = iter->second;
  240. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  241. switch(paramDesc.type)
  242. {
  243. case GPDT_FLOAT1:
  244. case GPDT_FLOAT2:
  245. case GPDT_FLOAT3:
  246. case GPDT_FLOAT4:
  247. case GPDT_MATRIX_2X2:
  248. case GPDT_MATRIX_2X3:
  249. case GPDT_MATRIX_2X4:
  250. case GPDT_MATRIX_3X2:
  251. case GPDT_MATRIX_3X3:
  252. case GPDT_MATRIX_3X4:
  253. case GPDT_MATRIX_4X2:
  254. case GPDT_MATRIX_4X3:
  255. case GPDT_MATRIX_4X4:
  256. {
  257. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  258. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  259. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  260. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader float parameters.");
  261. break;
  262. }
  263. case GPDT_INT1:
  264. case GPDT_INT2:
  265. case GPDT_INT3:
  266. case GPDT_INT4:
  267. {
  268. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  269. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  270. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  271. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader int parameters.");
  272. break;
  273. }
  274. case GPDT_BOOL:
  275. if (FAILED(hr = getActiveD3D9Device()->SetVertexShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  276. BS_EXCEPT(RenderingAPIException, "Unable to upload vertex shader bool parameters.");
  277. break;
  278. }
  279. }
  280. }
  281. break;
  282. case GPT_FRAGMENT_PROGRAM:
  283. {
  284. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  285. {
  286. const GpuParamDataDesc& paramDesc = iter->second;
  287. const UINT8* ptrData = bufferData[paramDesc.paramBlockSlot] + paramDesc.cpuMemOffset * sizeof(UINT32);
  288. switch(paramDesc.type)
  289. {
  290. case GPDT_FLOAT1:
  291. case GPDT_FLOAT2:
  292. case GPDT_FLOAT3:
  293. case GPDT_FLOAT4:
  294. case GPDT_MATRIX_2X2:
  295. case GPDT_MATRIX_2X3:
  296. case GPDT_MATRIX_2X4:
  297. case GPDT_MATRIX_3X2:
  298. case GPDT_MATRIX_3X3:
  299. case GPDT_MATRIX_3X4:
  300. case GPDT_MATRIX_4X2:
  301. case GPDT_MATRIX_4X3:
  302. case GPDT_MATRIX_4X4:
  303. {
  304. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  305. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  306. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantF(paramDesc.gpuMemOffset, (const float*)ptrData, slotCount)))
  307. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader float parameters.");
  308. break;
  309. }
  310. case GPDT_INT1:
  311. case GPDT_INT2:
  312. case GPDT_INT3:
  313. case GPDT_INT4:
  314. {
  315. UINT32 slotCount = (paramDesc.elementSize / 4) * paramDesc.arraySize;
  316. assert (paramDesc.elementSize % 4 == 0 && "Should not have any elements less than 4 wide for D3D9");
  317. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantI(paramDesc.gpuMemOffset, (const INT32*)ptrData, slotCount)))
  318. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader int parameters.");
  319. break;
  320. }
  321. case GPDT_BOOL:
  322. if (FAILED(hr = getActiveD3D9Device()->SetPixelShaderConstantB(paramDesc.gpuMemOffset, (const BOOL*)ptrData, paramDesc.arraySize)))
  323. BS_EXCEPT(RenderingAPIException, "Unable to upload pixel shader bool parameters.");
  324. break;
  325. }
  326. }
  327. }
  328. break;
  329. };
  330. for(auto& curBufferData : bufferData)
  331. {
  332. bs_free(curBufferData.second);
  333. }
  334. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  335. }
  336. void D3D9RenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& tex)
  337. {
  338. THROW_IF_NOT_CORE_THREAD;
  339. if (tex != nullptr && !tex->isBindableAsShaderResource())
  340. BS_EXCEPT(InvalidParametersException, "Texture you have specified cannot be bound to a shader.");
  341. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  342. {
  343. LOGWRN("D3D9 cannot assign textures to this gpu program type: " + toString(gptype));
  344. return;
  345. }
  346. if(gptype == GPT_VERTEX_PROGRAM)
  347. {
  348. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  349. }
  350. HRESULT hr;
  351. SPtr<D3D9TextureCore> dt = std::static_pointer_cast<D3D9TextureCore>(tex);
  352. if (enabled && (dt != nullptr))
  353. {
  354. IDirect3DBaseTexture9 *pTex = dt->getTexture_internal();
  355. if (mTexStageDesc[unit].pTex != pTex)
  356. {
  357. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), pTex);
  358. if( hr != S_OK )
  359. {
  360. String str = "Unable to set texture in D3D9";
  361. BS_EXCEPT(RenderingAPIException, str);
  362. }
  363. // set stage desc.
  364. mTexStageDesc[unit].pTex = pTex;
  365. mTexStageDesc[unit].texType = D3D9Mappings::get(dt->getProperties().getTextureType());
  366. // Set gamma now too
  367. if (dt->isHardwareGammaReadToBeUsed())
  368. {
  369. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, TRUE);
  370. }
  371. else
  372. {
  373. setSamplerState(static_cast<DWORD>(unit), D3DSAMP_SRGBTEXTURE, FALSE);
  374. }
  375. BS_INC_RENDER_STAT(NumTextureBinds);
  376. BS_INC_RENDER_STAT(NumSamplerBinds);
  377. }
  378. }
  379. else
  380. {
  381. if (mTexStageDesc[unit].pTex != 0)
  382. {
  383. hr = getActiveD3D9Device()->SetTexture(static_cast<DWORD>(unit), 0);
  384. if( hr != S_OK )
  385. {
  386. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  387. BS_EXCEPT(RenderingAPIException, str);
  388. }
  389. BS_INC_RENDER_STAT(NumTextureBinds);
  390. }
  391. hr = setTextureStageState(static_cast<DWORD>(unit), D3DTSS_COLOROP, D3DTOP_DISABLE);
  392. if( hr != S_OK )
  393. {
  394. String str = "Unable to disable texture '" + toString(unit) + "' in D3D9";
  395. BS_EXCEPT(RenderingAPIException, str);
  396. }
  397. // set stage desc. to defaults
  398. mTexStageDesc[unit].pTex = 0;
  399. mTexStageDesc[unit].coordIndex = 0;
  400. mTexStageDesc[unit].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  401. }
  402. }
  403. void D3D9RenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  404. const TextureSurface& surface)
  405. {
  406. THROW_IF_NOT_CORE_THREAD;
  407. LOGWRN("Texture random load/store not supported on DX9.");
  408. }
  409. void D3D9RenderAPI::setBuffer(GpuProgramType gptype, UINT16 unit, const SPtr<GpuBufferCore>& buffer, bool loadStore)
  410. {
  411. THROW_IF_NOT_CORE_THREAD;
  412. LOGWRN("Generic GPU buffers not supported on DX9.");
  413. }
  414. void D3D9RenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state)
  415. {
  416. THROW_IF_NOT_CORE_THREAD;
  417. if(gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_VERTEX_PROGRAM)
  418. {
  419. LOGWRN("D3D9 doesn't support this gpu program type: " + toString(gptype));
  420. return;
  421. }
  422. if(gptype == GPT_VERTEX_PROGRAM)
  423. {
  424. unit = D3DVERTEXTEXTURESAMPLER0 + unit; // Vertex stage uses special samplers
  425. }
  426. const SamplerProperties& sampProps = state->getProperties();
  427. // Set texture layer filtering
  428. setTextureFiltering(unit, FT_MIN, sampProps.getTextureFiltering(FT_MIN));
  429. setTextureFiltering(unit, FT_MAG, sampProps.getTextureFiltering(FT_MAG));
  430. setTextureFiltering(unit, FT_MIP, sampProps.getTextureFiltering(FT_MIP));
  431. // Set texture layer filtering
  432. if (sampProps.getTextureAnisotropy() > 0)
  433. setTextureAnisotropy(unit, sampProps.getTextureAnisotropy());
  434. // Set mipmap biasing
  435. setTextureMipmapBias(unit, sampProps.getTextureMipmapBias());
  436. // Texture addressing mode
  437. const UVWAddressingMode& uvw = sampProps.getTextureAddressingMode();
  438. setTextureAddressingMode(unit, uvw);
  439. // Set border color
  440. setTextureBorderColor(unit, sampProps.getBorderColor());
  441. BS_INC_RENDER_STAT(NumSamplerBinds);
  442. }
  443. void D3D9RenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  444. {
  445. THROW_IF_NOT_CORE_THREAD;
  446. const BlendProperties& stateProps = blendState->getProperties();
  447. // Alpha to coverage
  448. setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
  449. // Blend states
  450. // DirectX 9 doesn't allow us to specify blend state per render target, so we just use the first one.
  451. if (stateProps.getBlendEnabled(0))
  452. {
  453. setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0), stateProps.getAlphaDstBlend(0)
  454. , stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
  455. }
  456. else
  457. {
  458. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  459. }
  460. // Color write mask
  461. UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
  462. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  463. BS_INC_RENDER_STAT(NumBlendStateChanges);
  464. }
  465. void D3D9RenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  466. {
  467. THROW_IF_NOT_CORE_THREAD;
  468. const RasterizerProperties& stateProps = rasterizerState->getProperties();
  469. setDepthBias(stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
  470. setCullingMode(stateProps.getCullMode());
  471. setPolygonMode(stateProps.getPolygonMode());
  472. setScissorTestEnable(stateProps.getScissorEnable());
  473. setMultisampleAntialiasEnable(stateProps.getMultisampleEnable());
  474. setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
  475. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  476. }
  477. void D3D9RenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  478. {
  479. THROW_IF_NOT_CORE_THREAD;
  480. const DepthStencilProperties& stateProps = depthStencilState->getProperties();
  481. // Set stencil buffer options
  482. setStencilCheckEnabled(stateProps.getStencilEnable());
  483. setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
  484. setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), true);
  485. setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
  486. setStencilBufferFunc(stateProps.getStencilBackCompFunc(), false);
  487. setStencilBufferReadMask(stateProps.getStencilReadMask());
  488. setStencilBufferWriteMask(stateProps.getStencilWriteMask());
  489. // Set depth buffer options
  490. setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
  491. setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
  492. setDepthBufferFunction(stateProps.getDepthComparisonFunc());
  493. // Set stencil ref value
  494. setStencilRefValue(stencilRefValue);
  495. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  496. }
  497. void D3D9RenderAPI::setTextureMipmapBias(UINT16 unit, float bias)
  498. {
  499. THROW_IF_NOT_CORE_THREAD;
  500. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  501. {
  502. // ugh - have to pass float data through DWORD with no conversion
  503. HRESULT hr = setSamplerState(static_cast<DWORD>(unit), D3DSAMP_MIPMAPLODBIAS,
  504. *(DWORD*)&bias);
  505. if(FAILED(hr))
  506. BS_EXCEPT(RenderingAPIException, "Unable to set texture mipmap bias");
  507. }
  508. }
  509. void D3D9RenderAPI::setTextureAddressingMode( UINT16 stage,
  510. const UVWAddressingMode& uvw )
  511. {
  512. THROW_IF_NOT_CORE_THREAD;
  513. HRESULT hr;
  514. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSU, D3D9Mappings::get(uvw.u, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  515. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for U" );
  516. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSV, D3D9Mappings::get(uvw.v, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  517. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for V");
  518. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_ADDRESSW, D3D9Mappings::get(uvw.w, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps()) ) ) )
  519. BS_EXCEPT(RenderingAPIException, "Failed to set texture addressing mode for W");
  520. }
  521. void D3D9RenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
  522. {
  523. THROW_IF_NOT_CORE_THREAD;
  524. HRESULT hr;
  525. if( FAILED( hr = setSamplerState( static_cast<DWORD>(stage), D3DSAMP_BORDERCOLOR, colour.getAsBGRA()) ) )
  526. BS_EXCEPT(RenderingAPIException, "Failed to set texture border colour");
  527. }
  528. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  529. {
  530. THROW_IF_NOT_CORE_THREAD;
  531. HRESULT hr;
  532. if( sourceFactor == BF_ONE && destFactor == BF_ZERO)
  533. {
  534. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  535. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  536. }
  537. else
  538. {
  539. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  540. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  541. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE)))
  542. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  543. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  544. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  545. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  546. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  547. }
  548. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  549. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  550. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(op))))
  551. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  552. }
  553. void D3D9RenderAPI::setSceneBlending( BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  554. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp )
  555. {
  556. THROW_IF_NOT_CORE_THREAD;
  557. HRESULT hr;
  558. if( sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  559. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  560. {
  561. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, FALSE)))
  562. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  563. }
  564. else
  565. {
  566. if (FAILED(hr = setRenderState(D3DRS_ALPHABLENDENABLE, TRUE)))
  567. BS_EXCEPT(RenderingAPIException, "Failed to set alpha blending option");
  568. if (FAILED(hr = setRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE)))
  569. BS_EXCEPT(RenderingAPIException, "Failed to set separate alpha blending option");
  570. if( FAILED( hr = setRenderState( D3DRS_SRCBLEND, D3D9Mappings::get(sourceFactor) ) ) )
  571. BS_EXCEPT(RenderingAPIException, "Failed to set source blend");
  572. if( FAILED( hr = setRenderState( D3DRS_DESTBLEND, D3D9Mappings::get(destFactor) ) ) )
  573. BS_EXCEPT(RenderingAPIException, "Failed to set destination blend");
  574. if( FAILED( hr = setRenderState( D3DRS_SRCBLENDALPHA, D3D9Mappings::get(sourceFactorAlpha) ) ) )
  575. BS_EXCEPT(RenderingAPIException, "Failed to set alpha source blend");
  576. if( FAILED( hr = setRenderState( D3DRS_DESTBLENDALPHA, D3D9Mappings::get(destFactorAlpha) ) ) )
  577. BS_EXCEPT(RenderingAPIException, "Failed to set alpha destination blend");
  578. }
  579. if (FAILED(hr = setRenderState(D3DRS_BLENDOP, D3D9Mappings::get(op))))
  580. BS_EXCEPT(RenderingAPIException, "Failed to set scene blending operation option");
  581. if (FAILED(hr = setRenderState(D3DRS_BLENDOPALPHA, D3D9Mappings::get(alphaOp))))
  582. BS_EXCEPT(RenderingAPIException, "Failed to set alpha scene blending operation option");
  583. }
  584. void D3D9RenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
  585. {
  586. THROW_IF_NOT_CORE_THREAD;
  587. HRESULT hr;
  588. if (func != CMPF_ALWAYS_PASS)
  589. {
  590. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, TRUE ) ) )
  591. BS_EXCEPT(RenderingAPIException, "Failed to enable alpha testing");
  592. }
  593. else
  594. {
  595. if( FAILED( hr = setRenderState( D3DRS_ALPHATESTENABLE, FALSE ) ) )
  596. BS_EXCEPT(RenderingAPIException, "Failed to disable alpha testing");
  597. }
  598. // Set always just be sure
  599. if( FAILED( hr = setRenderState( D3DRS_ALPHAFUNC, D3D9Mappings::get(func) ) ) )
  600. BS_EXCEPT(RenderingAPIException, "Failed to set alpha reject function");
  601. if( FAILED( hr = setRenderState( D3DRS_ALPHAREF, value ) ) )
  602. BS_EXCEPT(RenderingAPIException, "Failed to set render state D3DRS_ALPHAREF");
  603. }
  604. void D3D9RenderAPI::setAlphaToCoverage(bool enable)
  605. {
  606. THROW_IF_NOT_CORE_THREAD;
  607. HRESULT hr;
  608. static bool lasta2c = false;
  609. // Alpha to coverage
  610. if (getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  611. {
  612. // Vendor-specific hacks on renderstate, gotta love 'em
  613. if (getCapabilities()->getVendor() == GPU_NVIDIA)
  614. {
  615. if (enable)
  616. {
  617. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C') ) ) )
  618. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  619. }
  620. else
  621. {
  622. if( FAILED( hr = setRenderState( D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN ) ) )
  623. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  624. }
  625. }
  626. else if ((getCapabilities()->getVendor() == GPU_AMD))
  627. {
  628. if (enable)
  629. {
  630. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1') ) ) )
  631. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  632. }
  633. else
  634. {
  635. // discovered this through trial and error, seems to work
  636. if( FAILED( hr = setRenderState( D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0') ) ) )
  637. BS_EXCEPT(RenderingAPIException, "Failed to set alpha to coverage option");
  638. }
  639. }
  640. lasta2c = enable;
  641. }
  642. }
  643. void D3D9RenderAPI::setCullingMode(CullingMode mode)
  644. {
  645. THROW_IF_NOT_CORE_THREAD;
  646. mCullingMode = mode;
  647. HRESULT hr;
  648. if( FAILED (hr = setRenderState(D3DRS_CULLMODE,
  649. D3D9Mappings::get(mode, false))) )
  650. BS_EXCEPT(RenderingAPIException, "Failed to set culling mode");
  651. }
  652. void D3D9RenderAPI::setDepthBufferCheckEnabled(bool enabled)
  653. {
  654. THROW_IF_NOT_CORE_THREAD;
  655. HRESULT hr;
  656. if( enabled )
  657. hr = setRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  658. else
  659. hr = setRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  660. if(FAILED(hr))
  661. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test state");
  662. }
  663. void D3D9RenderAPI::setDepthBufferWriteEnabled(bool enabled)
  664. {
  665. THROW_IF_NOT_CORE_THREAD;
  666. HRESULT hr;
  667. if( FAILED( hr = setRenderState( D3DRS_ZWRITEENABLE, enabled ) ) )
  668. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer write state");
  669. }
  670. void D3D9RenderAPI::setDepthBufferFunction(CompareFunction func)
  671. {
  672. THROW_IF_NOT_CORE_THREAD;
  673. HRESULT hr;
  674. if( FAILED( hr = setRenderState( D3DRS_ZFUNC, D3D9Mappings::get(func) ) ) )
  675. BS_EXCEPT(RenderingAPIException, "Error setting depth buffer test function");
  676. }
  677. void D3D9RenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
  678. {
  679. THROW_IF_NOT_CORE_THREAD;
  680. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_DEPTHBIAS) != 0)
  681. {
  682. // Negate bias since D3D is backward
  683. constantBias = -constantBias;
  684. HRESULT hr = setRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  685. if (FAILED(hr))
  686. BS_EXCEPT(RenderingAPIException, "Error setting constant depth bias");
  687. }
  688. if ((mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().RasterCaps & D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS) != 0)
  689. {
  690. // Negate bias since D3D is backward
  691. slopeScaleBias = -slopeScaleBias;
  692. HRESULT hr = setRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaleBias));
  693. if (FAILED(hr))
  694. BS_EXCEPT(RenderingAPIException, "Error setting slope scale depth bias");
  695. }
  696. }
  697. void D3D9RenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  698. {
  699. THROW_IF_NOT_CORE_THREAD;
  700. DWORD val = 0;
  701. if (red)
  702. val |= D3DCOLORWRITEENABLE_RED;
  703. if (green)
  704. val |= D3DCOLORWRITEENABLE_GREEN;
  705. if (blue)
  706. val |= D3DCOLORWRITEENABLE_BLUE;
  707. if (alpha)
  708. val |= D3DCOLORWRITEENABLE_ALPHA;
  709. HRESULT hr = setRenderState(D3DRS_COLORWRITEENABLE, val);
  710. if (FAILED(hr))
  711. BS_EXCEPT(RenderingAPIException, "Error setting colour write enable flags");
  712. }
  713. void D3D9RenderAPI::setPolygonMode(PolygonMode level)
  714. {
  715. THROW_IF_NOT_CORE_THREAD;
  716. HRESULT hr = setRenderState(D3DRS_FILLMODE, D3D9Mappings::get(level));
  717. if (FAILED(hr))
  718. BS_EXCEPT(RenderingAPIException, "Error setting polygon mode.");
  719. }
  720. void D3D9RenderAPI::setStencilCheckEnabled(bool enabled)
  721. {
  722. THROW_IF_NOT_CORE_THREAD;
  723. // Allow stencilling
  724. HRESULT hr = setRenderState(D3DRS_STENCILENABLE, enabled);
  725. if (FAILED(hr))
  726. BS_EXCEPT(RenderingAPIException, "Error enabling / disabling stencilling.");
  727. if (mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL))
  728. {
  729. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
  730. if (FAILED(hr))
  731. BS_EXCEPT(RenderingAPIException, "Error setting 2-sided stencil mode.");
  732. }
  733. else
  734. {
  735. hr = setRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
  736. if (FAILED(hr))
  737. BS_EXCEPT(RenderingAPIException, "Error setting 1-sided stencil mode.");
  738. }
  739. }
  740. void D3D9RenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool ccw)
  741. {
  742. THROW_IF_NOT_CORE_THREAD;
  743. HRESULT hr;
  744. // 2-sided operation
  745. if (ccw)
  746. {
  747. // fail op
  748. hr = setRenderState(D3DRS_CCW_STENCILFAIL, D3D9Mappings::get(stencilFailOp));
  749. if (FAILED(hr))
  750. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (ccw).");
  751. // depth fail op
  752. hr = setRenderState(D3DRS_CCW_STENCILZFAIL, D3D9Mappings::get(depthFailOp));
  753. if (FAILED(hr))
  754. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (ccw).");
  755. // pass op
  756. hr = setRenderState(D3DRS_CCW_STENCILPASS, D3D9Mappings::get(passOp));
  757. if (FAILED(hr))
  758. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (ccw).");
  759. }
  760. else
  761. {
  762. // fail op
  763. hr = setRenderState(D3DRS_STENCILFAIL, D3D9Mappings::get(stencilFailOp, true));
  764. if (FAILED(hr))
  765. BS_EXCEPT(RenderingAPIException, "Error setting stencil fail operation (cw).");
  766. // depth fail op
  767. hr = setRenderState(D3DRS_STENCILZFAIL, D3D9Mappings::get(depthFailOp, true));
  768. if (FAILED(hr))
  769. BS_EXCEPT(RenderingAPIException, "Error setting stencil depth fail operation (cw).");
  770. // pass op
  771. hr = setRenderState(D3DRS_STENCILPASS, D3D9Mappings::get(passOp, true));
  772. if (FAILED(hr))
  773. BS_EXCEPT(RenderingAPIException, "Error setting stencil pass operation (cw).");
  774. }
  775. }
  776. void D3D9RenderAPI::setStencilBufferFunc(CompareFunction func, bool ccw)
  777. {
  778. HRESULT hr;
  779. if(ccw)
  780. hr = setRenderState(D3DRS_CCW_STENCILFUNC, D3D9Mappings::get(func));
  781. else
  782. hr = setRenderState(D3DRS_STENCILFUNC, D3D9Mappings::get(func));
  783. if (FAILED(hr))
  784. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer test function.");
  785. }
  786. void D3D9RenderAPI::setStencilBufferReadMask(UINT32 mask)
  787. {
  788. HRESULT hr = setRenderState(D3DRS_STENCILMASK, mask);
  789. if (FAILED(hr))
  790. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer mask.");
  791. }
  792. void D3D9RenderAPI::setStencilBufferWriteMask(UINT32 mask)
  793. {
  794. HRESULT hr = setRenderState(D3DRS_STENCILWRITEMASK, mask);
  795. if (FAILED(hr))
  796. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer write mask.");
  797. }
  798. void D3D9RenderAPI::setStencilRefValue(UINT32 refValue)
  799. {
  800. THROW_IF_NOT_CORE_THREAD;
  801. HRESULT hr = setRenderState(D3DRS_STENCILREF, refValue);
  802. if (FAILED(hr))
  803. BS_EXCEPT(RenderingAPIException, "Error setting stencil buffer reference value.");
  804. }
  805. void D3D9RenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter)
  806. {
  807. THROW_IF_NOT_CORE_THREAD;
  808. HRESULT hr;
  809. D3D9Mappings::D3DTexType texType = mTexStageDesc[unit].texType;
  810. hr = setSamplerState( static_cast<DWORD>(unit), D3D9Mappings::get(ftype),
  811. D3D9Mappings::get(ftype, filter, mDeviceManager->getActiveDevice()->getD3D9DeviceCaps(), texType));
  812. if (FAILED(hr))
  813. BS_EXCEPT(RenderingAPIException, "Failed to set texture filter ");
  814. }
  815. void D3D9RenderAPI::setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy)
  816. {
  817. THROW_IF_NOT_CORE_THREAD;
  818. if (static_cast<DWORD>(maxAnisotropy) > mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy)
  819. maxAnisotropy = mDeviceManager->getActiveDevice()->getD3D9DeviceCaps().MaxAnisotropy;
  820. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  821. setSamplerState( static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, maxAnisotropy );
  822. }
  823. void D3D9RenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target, bool readOnlyDepthStencil)
  824. {
  825. THROW_IF_NOT_CORE_THREAD;
  826. mActiveRenderTarget = target;
  827. const RenderTargetProperties& rtProps = target->getProperties();
  828. HRESULT hr;
  829. // Possibly change device if the target is a window
  830. if (rtProps.isWindow())
  831. {
  832. D3D9RenderWindowCore* window = static_cast<D3D9RenderWindowCore*>(target.get());
  833. mDeviceManager->setActiveRenderTargetDevice(window->_getDevice());
  834. window->_validateDevice();
  835. }
  836. // Retrieve render surfaces
  837. UINT32 maxRenderTargets = mCurrentCapabilities->getNumMultiRenderTargets();
  838. IDirect3DSurface9** pBack = bs_newN<IDirect3DSurface9*>(maxRenderTargets);
  839. memset(pBack, 0, sizeof(IDirect3DSurface9*) * maxRenderTargets);
  840. target->getCustomAttribute("DDBACKBUFFER", pBack);
  841. if (!pBack[0])
  842. {
  843. bs_deleteN(pBack, maxRenderTargets);
  844. return;
  845. }
  846. IDirect3DSurface9* pDepth = NULL;
  847. if (!pDepth)
  848. target->getCustomAttribute("D3DZBUFFER", &pDepth);
  849. // Bind render targets
  850. for(UINT32 x = 0; x < maxRenderTargets; ++x)
  851. {
  852. hr = getActiveD3D9Device()->SetRenderTarget(x, pBack[x]);
  853. if (FAILED(hr))
  854. {
  855. String msg = DXGetErrorDescription(hr);
  856. BS_EXCEPT(RenderingAPIException, "Failed to setRenderTarget : " + msg);
  857. }
  858. }
  859. bs_deleteN(pBack, maxRenderTargets);
  860. hr = getActiveD3D9Device()->SetDepthStencilSurface(pDepth);
  861. if (FAILED(hr))
  862. {
  863. String msg = DXGetErrorDescription(hr);
  864. BS_EXCEPT(RenderingAPIException, "Failed to setDepthStencil : " + msg);
  865. }
  866. // Set sRGB write mode
  867. setRenderState(D3DRS_SRGBWRITEENABLE, rtProps.isHwGammaEnabled());
  868. applyViewport();
  869. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  870. }
  871. void D3D9RenderAPI::setViewport(const Rect2& vp)
  872. {
  873. THROW_IF_NOT_CORE_THREAD;
  874. mViewportNorm = vp;
  875. applyViewport();
  876. }
  877. void D3D9RenderAPI::beginFrame()
  878. {
  879. THROW_IF_NOT_CORE_THREAD;
  880. HRESULT hr;
  881. if(FAILED(hr = getActiveD3D9Device()->BeginScene()))
  882. {
  883. String msg = DXGetErrorDescription(hr);
  884. BS_EXCEPT(RenderingAPIException, "Error beginning frame :" + msg);
  885. }
  886. mDeviceManager->getActiveDevice()->clearDeviceStreams();
  887. mIsFrameInProgress = true;
  888. }
  889. void D3D9RenderAPI::endFrame()
  890. {
  891. THROW_IF_NOT_CORE_THREAD;
  892. HRESULT hr;
  893. if(FAILED(hr = getActiveD3D9Device()->EndScene()))
  894. BS_EXCEPT(RenderingAPIException, "Error ending frame");
  895. mIsFrameInProgress = false;
  896. }
  897. void D3D9RenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& decl)
  898. {
  899. THROW_IF_NOT_CORE_THREAD;
  900. SPtr<D3D9VertexDeclarationCore> d3ddecl = std::static_pointer_cast<D3D9VertexDeclarationCore>(decl);
  901. HRESULT hr;
  902. if (FAILED(hr = getActiveD3D9Device()->SetVertexDeclaration(d3ddecl->getD3DVertexDeclaration())))
  903. {
  904. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 vertex declaration");
  905. }
  906. }
  907. void D3D9RenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  908. {
  909. THROW_IF_NOT_CORE_THREAD;
  910. UINT32 maxBoundVertexBuffers = mCurrentCapabilities->getMaxBoundVertexBuffers();
  911. if(index < 0 || (index + numBuffers) > maxBoundVertexBuffers)
  912. BS_EXCEPT(InvalidParametersException, "Invalid vertex index: " + toString(index) + ". Valid range is 0 .. " + toString(maxBoundVertexBuffers - 1));
  913. HRESULT hr;
  914. for(UINT32 i = 0; i < numBuffers; i++)
  915. {
  916. if(buffers[i] != nullptr)
  917. {
  918. SPtr<D3D9VertexBufferCore> d3d9buf = std::static_pointer_cast<D3D9VertexBufferCore>(buffers[i]);
  919. const VertexBufferProperties& vbProps = d3d9buf->getProperties();
  920. hr = getActiveD3D9Device()->SetStreamSource(
  921. static_cast<UINT>(index + i),
  922. d3d9buf->getD3D9VertexBuffer(),
  923. 0,
  924. static_cast<UINT>(vbProps.getVertexSize()) // stride
  925. );
  926. }
  927. else
  928. {
  929. hr = getActiveD3D9Device()->SetStreamSource(static_cast<UINT>(index + i), nullptr, 0, 0);
  930. }
  931. if (FAILED(hr))
  932. BS_EXCEPT(RenderingAPIException, "Unable to set D3D9 stream source for buffer binding");
  933. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  934. }
  935. }
  936. void D3D9RenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  937. {
  938. THROW_IF_NOT_CORE_THREAD;
  939. SPtr<D3D9IndexBufferCore> d3dIdxBuf = std::static_pointer_cast<D3D9IndexBufferCore>(buffer);
  940. HRESULT hr = getActiveD3D9Device()->SetIndices( d3dIdxBuf->getD3DIndexBuffer() );
  941. if (FAILED(hr))
  942. BS_EXCEPT(RenderingAPIException, "Failed to set index buffer");
  943. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  944. }
  945. void D3D9RenderAPI::setDrawOperation(DrawOperationType op)
  946. {
  947. THROW_IF_NOT_CORE_THREAD;
  948. mCurrentDrawOperation = op;
  949. }
  950. void D3D9RenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
  951. {
  952. // Note: Not supporting instanced drawing
  953. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  954. HRESULT hr = getActiveD3D9Device()->DrawPrimitive(getD3D9PrimitiveType(), static_cast<UINT>(vertexOffset), static_cast<UINT>(primCount));
  955. if(FAILED(hr))
  956. {
  957. String msg = DXGetErrorDescription(hr);
  958. BS_EXCEPT(RenderingAPIException, "Failed to DrawPrimitive : " + msg);
  959. }
  960. BS_INC_RENDER_STAT(NumDrawCalls);
  961. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  962. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  963. }
  964. void D3D9RenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount,
  965. UINT32 instanceCount)
  966. {
  967. // Note: Not supporting instanced drawing
  968. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, indexCount);
  969. // do indexed draw operation
  970. HRESULT hr = getActiveD3D9Device()->DrawIndexedPrimitive(
  971. getD3D9PrimitiveType(),
  972. static_cast<UINT>(vertexOffset),
  973. 0,
  974. static_cast<UINT>(vertexCount),
  975. static_cast<UINT>(startIndex),
  976. static_cast<UINT>(primCount)
  977. );
  978. if(FAILED(hr))
  979. {
  980. String msg = DXGetErrorDescription(hr);
  981. BS_EXCEPT(RenderingAPIException, "Failed to DrawIndexedPrimitive : " + msg);
  982. }
  983. BS_INC_RENDER_STAT(NumDrawCalls);
  984. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  985. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  986. }
  987. void D3D9RenderAPI::dispatchCompute(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  988. {
  989. // Not supported on DX9
  990. }
  991. void D3D9RenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  992. {
  993. THROW_IF_NOT_CORE_THREAD;
  994. mScissorRect.left = static_cast<LONG>(left);
  995. mScissorRect.top = static_cast<LONG>(top);
  996. mScissorRect.bottom = static_cast<LONG>(bottom);
  997. mScissorRect.right = static_cast<LONG>(right);
  998. }
  999. void D3D9RenderAPI::setScissorTestEnable(bool enable)
  1000. {
  1001. THROW_IF_NOT_CORE_THREAD;
  1002. HRESULT hr;
  1003. if (enable)
  1004. {
  1005. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, TRUE)))
  1006. {
  1007. BS_EXCEPT(RenderingAPIException, "Unable to enable scissor rendering state; " + getErrorDescription(hr));
  1008. }
  1009. if (FAILED(hr = getActiveD3D9Device()->SetScissorRect(&mScissorRect)))
  1010. {
  1011. BS_EXCEPT(RenderingAPIException, "Unable to set scissor rectangle; " + getErrorDescription(hr));
  1012. }
  1013. }
  1014. else
  1015. {
  1016. if (FAILED(hr = setRenderState(D3DRS_SCISSORTESTENABLE, FALSE)))
  1017. {
  1018. BS_EXCEPT(RenderingAPIException, "Unable to disable scissor rendering state; " + getErrorDescription(hr));
  1019. }
  1020. }
  1021. }
  1022. void D3D9RenderAPI::setMultisampleAntialiasEnable(bool enable)
  1023. {
  1024. HRESULT hr;
  1025. if(enable)
  1026. {
  1027. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE)))
  1028. {
  1029. BS_EXCEPT(RenderingAPIException, "Unable to enable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1030. }
  1031. }
  1032. else
  1033. {
  1034. if (FAILED(hr = setRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE)))
  1035. {
  1036. BS_EXCEPT(RenderingAPIException, "Unable to disable multisample antialiasing. Error description: " + getErrorDescription(hr));
  1037. }
  1038. }
  1039. }
  1040. void D3D9RenderAPI::setAntialiasedLineEnable(bool enable)
  1041. {
  1042. HRESULT hr;
  1043. if(enable)
  1044. {
  1045. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE)))
  1046. {
  1047. BS_EXCEPT(RenderingAPIException, "Unable to enable line antialiasing. Error description: " + getErrorDescription(hr));
  1048. }
  1049. }
  1050. else
  1051. {
  1052. if (FAILED(hr = setRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE)))
  1053. {
  1054. BS_EXCEPT(RenderingAPIException, "Unable to disable line antialiasing. Error description: " + getErrorDescription(hr));
  1055. }
  1056. }
  1057. }
  1058. void D3D9RenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  1059. {
  1060. if(mActiveRenderTarget == nullptr)
  1061. return;
  1062. if (targetMask != 0xFF)
  1063. LOGWRN("DirectX 9 ignoring target mask for clearRenderTarget(). Only 0xFF is supported.");
  1064. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1065. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  1066. clearArea(buffers, color, depth, stencil, clearRect);
  1067. }
  1068. void D3D9RenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask)
  1069. {
  1070. if (targetMask != 0xFF)
  1071. LOGWRN("DirectX 9 ignoring target mask for clearRenderTarget(). Only 0xFF is supported.");
  1072. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1073. clearArea(buffers, color, depth, stencil, clearRect);
  1074. }
  1075. void D3D9RenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  1076. {
  1077. THROW_IF_NOT_CORE_THREAD;
  1078. if(mActiveRenderTarget == nullptr)
  1079. return;
  1080. DWORD flags = 0;
  1081. if (buffers & FBT_COLOR)
  1082. {
  1083. flags |= D3DCLEAR_TARGET;
  1084. }
  1085. if (buffers & FBT_DEPTH)
  1086. {
  1087. flags |= D3DCLEAR_ZBUFFER;
  1088. }
  1089. // Only try to clear the stencil buffer if supported
  1090. if (buffers & FBT_STENCIL)
  1091. {
  1092. flags |= D3DCLEAR_STENCIL;
  1093. }
  1094. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1095. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  1096. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  1097. if(!clearEntireTarget)
  1098. {
  1099. D3DRECT clearD3DRect;
  1100. clearD3DRect.x1 = (LONG)Math::clamp(clearRect.x, 0, (INT32)rtProps.getWidth() - 1);
  1101. clearD3DRect.x2 = (LONG)Math::clamp((INT32)clearD3DRect.x1 + clearRect.width, 0, (INT32)rtProps.getWidth() - 1);
  1102. clearD3DRect.y1 = (LONG)Math::clamp(clearRect.y, 0, (INT32)rtProps.getHeight() - 1);
  1103. clearD3DRect.y2 = (LONG)Math::clamp((INT32)clearD3DRect.y1 + clearRect.height, 0, (INT32)rtProps.getHeight() - 1);
  1104. HRESULT hr;
  1105. if(FAILED(hr = getActiveD3D9Device()->Clear(1, &clearD3DRect, flags, color.getAsBGRA(), depth, stencil)))
  1106. {
  1107. String msg = DXGetErrorDescription(hr);
  1108. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1109. }
  1110. }
  1111. else
  1112. {
  1113. HRESULT hr;
  1114. if(FAILED(hr = getActiveD3D9Device()->Clear(0, nullptr, flags, color.getAsBGRA(), depth, stencil)))
  1115. {
  1116. String msg = DXGetErrorDescription(hr);
  1117. BS_EXCEPT(RenderingAPIException, "Error clearing frame buffer : " + msg);
  1118. }
  1119. }
  1120. BS_INC_RENDER_STAT(NumClears);
  1121. }
  1122. IDirect3D9* D3D9RenderAPI::getDirect3D9()
  1123. {
  1124. THROW_IF_NOT_CORE_THREAD;
  1125. return msD3D9RenderSystem->mpD3D;
  1126. }
  1127. UINT D3D9RenderAPI::getResourceCreationDeviceCount()
  1128. {
  1129. THROW_IF_NOT_CORE_THREAD;
  1130. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1131. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1132. {
  1133. return 1;
  1134. }
  1135. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1136. {
  1137. return msD3D9RenderSystem->mDeviceManager->getDeviceCount();
  1138. }
  1139. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1140. return 0;
  1141. }
  1142. IDirect3DDevice9* D3D9RenderAPI::getResourceCreationDevice(UINT index)
  1143. {
  1144. THROW_IF_NOT_CORE_THREAD;
  1145. D3D9ResourceCreationPolicy creationPolicy = msD3D9RenderSystem->mResourceManager->getCreationPolicy();
  1146. IDirect3DDevice9* d3d9Device = NULL;
  1147. if (creationPolicy == RCP_CREATE_ON_ACTIVE_DEVICE)
  1148. {
  1149. d3d9Device = msD3D9RenderSystem->getActiveD3D9Device();
  1150. }
  1151. else if (creationPolicy == RCP_CREATE_ON_ALL_DEVICES)
  1152. {
  1153. d3d9Device = msD3D9RenderSystem->mDeviceManager->getDevice(index)->getD3D9Device();
  1154. }
  1155. else
  1156. {
  1157. BS_EXCEPT(InvalidParametersException, "Invalid resource creation policy.");
  1158. }
  1159. return d3d9Device;
  1160. }
  1161. IDirect3DDevice9* D3D9RenderAPI::getActiveD3D9Device()
  1162. {
  1163. THROW_IF_NOT_CORE_THREAD;
  1164. D3D9Device* activeDevice = msD3D9RenderSystem->mDeviceManager->getActiveDevice();
  1165. IDirect3DDevice9* d3d9Device;
  1166. d3d9Device = activeDevice->getD3D9Device();
  1167. if (d3d9Device == nullptr)
  1168. BS_EXCEPT(InvalidParametersException, "Current d3d9 device is null.");
  1169. return d3d9Device;
  1170. }
  1171. D3D9ResourceManager* D3D9RenderAPI::getResourceManager()
  1172. {
  1173. // No need to check if we're on core thread as this is synced up internally
  1174. return msD3D9RenderSystem->mResourceManager;
  1175. }
  1176. D3D9DeviceManager* D3D9RenderAPI::getDeviceManager()
  1177. {
  1178. THROW_IF_NOT_CORE_THREAD;
  1179. return msD3D9RenderSystem->mDeviceManager;
  1180. }
  1181. /************************************************************************/
  1182. /* UTILITY METHODS */
  1183. /************************************************************************/
  1184. void D3D9RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1185. {
  1186. dest = matrix;
  1187. // Convert depth range from [-1,+1] to [0,1]
  1188. dest[2][0] = (dest[2][0] + dest[3][0]) / 2;
  1189. dest[2][1] = (dest[2][1] + dest[3][1]) / 2;
  1190. dest[2][2] = (dest[2][2] + dest[3][2]) / 2;
  1191. dest[2][3] = (dest[2][3] + dest[3][3]) / 2;
  1192. }
  1193. const RenderAPIInfo& D3D9RenderAPI::getAPIInfo() const
  1194. {
  1195. static RenderAPIInfo info(-0.5f, 0.5f, 0.0f, 1.0f, VET_COLOR_ARGB, true, true, false);
  1196. return info;
  1197. }
  1198. GpuParamBlockDesc D3D9RenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  1199. {
  1200. GpuParamBlockDesc block;
  1201. block.blockSize = 0;
  1202. block.isShareable = true;
  1203. block.name = name;
  1204. block.slot = 0;
  1205. // DX9 doesn't natively support parameter blocks but Banshee's emulation expects everything to be 16 byte aligned.
  1206. // Iterate in reverse order because DX9's shader reflection API reports the variables in reverse order then they
  1207. // appear in code, and we want to match the auto-generated buffers that result from that layout.
  1208. for (auto riter = params.rbegin(); riter != params.rend(); ++riter)
  1209. {
  1210. GpuParamDataDesc& param = *riter;
  1211. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  1212. UINT32 size = typeInfo.size / 4;
  1213. UINT32 alignOffset = size % 4;
  1214. if (alignOffset != 0)
  1215. size += 4 - alignOffset;
  1216. param.elementSize = size;
  1217. param.arrayElementStride = size;
  1218. param.cpuMemOffset = block.blockSize;
  1219. param.gpuMemOffset = 0;
  1220. param.paramBlockSlot = 0;
  1221. if (param.arraySize > 0)
  1222. block.blockSize += size * param.arraySize;
  1223. else
  1224. block.blockSize += size;
  1225. }
  1226. return block;
  1227. }
  1228. /************************************************************************/
  1229. /* PRIVATE */
  1230. /************************************************************************/
  1231. D3D9DriverList* D3D9RenderAPI::getDirect3DDrivers() const
  1232. {
  1233. if( !mDriverList )
  1234. mDriverList = bs_new<D3D9DriverList>();
  1235. return mDriverList;
  1236. }
  1237. D3DPRIMITIVETYPE D3D9RenderAPI::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. RenderAPICapabilities* D3D9RenderAPI::updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow)
  1257. {
  1258. RenderAPICapabilities* rsc = mCurrentCapabilities;
  1259. if (rsc == nullptr)
  1260. rsc = bs_new<RenderAPICapabilities>();
  1261. rsc->setDriverVersion(mDriverVersion);
  1262. rsc->setDeviceName(mActiveD3DDriver->getDriverDescription());
  1263. rsc->setRenderAPIName(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. if (mCurrentCapabilities->isShaderProfileSupported("hlsl"))
  1455. GpuProgramCoreManager::instance().addFactory(mHLSLProgramFactory);
  1456. mNumTexStages = mCurrentCapabilities->getNumCombinedTextureUnits();
  1457. mTexStageDesc = bs_newN<sD3DTextureStageDesc>(mNumTexStages);
  1458. // set stages desc. to defaults
  1459. for (UINT32 n = 0; n < mNumTexStages; n++)
  1460. {
  1461. mTexStageDesc[n].coordIndex = 0;
  1462. mTexStageDesc[n].texType = D3D9Mappings::D3D_TEX_TYPE_NORMAL;
  1463. mTexStageDesc[n].pTex = 0;
  1464. mTexStageDesc[n].pVertexTex = 0;
  1465. }
  1466. }
  1467. return rsc;
  1468. }
  1469. void D3D9RenderAPI::updateVertexShaderCaps(RenderAPICapabilities* rsc) const
  1470. {
  1471. UINT16 major = 0xFF;
  1472. UINT16 minor = 0xFF;
  1473. D3DCAPS9 minVSCaps;
  1474. // Find the device with the lowest vertex shader caps.
  1475. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1476. {
  1477. D3D9Driver* pCurDriver = mDriverList->item(i);
  1478. const D3DCAPS9& rkCurCaps = pCurDriver->getD3D9DeviceCaps();
  1479. UINT16 currMajor = static_cast<UINT16>((rkCurCaps.VertexShaderVersion & 0x0000FF00) >> 8);
  1480. UINT16 currMinor = static_cast<UINT16>(rkCurCaps.VertexShaderVersion & 0x000000FF);
  1481. if (currMajor < major)
  1482. {
  1483. major = currMajor;
  1484. minor = currMinor;
  1485. minVSCaps = rkCurCaps;
  1486. }
  1487. else if (currMajor == major && currMinor < minor)
  1488. {
  1489. minor = currMinor;
  1490. minVSCaps = rkCurCaps;
  1491. }
  1492. }
  1493. // In case we didn't found any vertex shader support
  1494. // try the IDirect3DDevice9 caps instead of the IDirect3D9
  1495. // software vertex processing is reported there
  1496. if (major == 0 && minor == 0)
  1497. {
  1498. IDirect3DDevice9* lpD3DDevice9 = getActiveD3D9Device();
  1499. D3DCAPS9 d3dDeviceCaps9;
  1500. lpD3DDevice9->GetDeviceCaps(&d3dDeviceCaps9);
  1501. major = static_cast<UINT16>((d3dDeviceCaps9.VertexShaderVersion & 0x0000FF00) >> 8);
  1502. minor = static_cast<UINT16>(d3dDeviceCaps9.VertexShaderVersion & 0x000000FF);
  1503. }
  1504. bool vs2x = false;
  1505. bool vs2a = false;
  1506. // Special case detection for vs_2_x/a support
  1507. if (major >= 2)
  1508. {
  1509. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1510. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1511. (minVSCaps.VS20Caps.NumTemps >= 12))
  1512. {
  1513. vs2x = true;
  1514. }
  1515. if ((minVSCaps.VS20Caps.Caps & D3DVS20CAPS_PREDICATION) &&
  1516. (minVSCaps.VS20Caps.DynamicFlowControlDepth > 0) &&
  1517. (minVSCaps.VS20Caps.NumTemps >= 13))
  1518. {
  1519. vs2a = true;
  1520. }
  1521. }
  1522. // Populate max param count
  1523. switch (major)
  1524. {
  1525. case 1:
  1526. // No boolean params allowed
  1527. rsc->setVertexProgramConstantBoolCount(0);
  1528. // No integer params allowed
  1529. rsc->setVertexProgramConstantIntCount(0);
  1530. // float params, always 4D
  1531. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1532. break;
  1533. case 2:
  1534. // 16 boolean params allowed
  1535. rsc->setVertexProgramConstantBoolCount(16);
  1536. // 16 integer params allowed, 4D
  1537. rsc->setVertexProgramConstantIntCount(16);
  1538. // float params, always 4D
  1539. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1540. break;
  1541. case 3:
  1542. // 16 boolean params allowed
  1543. rsc->setVertexProgramConstantBoolCount(16);
  1544. // 16 integer params allowed, 4D
  1545. rsc->setVertexProgramConstantIntCount(16);
  1546. // float params, always 4D
  1547. rsc->setVertexProgramConstantFloatCount(static_cast<UINT16>(minVSCaps.MaxVertexShaderConst));
  1548. break;
  1549. }
  1550. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1551. switch(major)
  1552. {
  1553. case 3:
  1554. rsc->addShaderProfile("vs_3_0");
  1555. rsc->addGpuProgramProfile(GPP_VS_3_0, "vs_3_0");
  1556. case 2:
  1557. if (vs2x)
  1558. {
  1559. rsc->addShaderProfile("vs_2_x");
  1560. rsc->addGpuProgramProfile(GPP_VS_2_x, "vs_2_x");
  1561. }
  1562. if (vs2a)
  1563. {
  1564. rsc->addShaderProfile("vs_2_a");
  1565. rsc->addGpuProgramProfile(GPP_VS_2_a, "vs_2_a");
  1566. }
  1567. rsc->addShaderProfile("vs_2_0");
  1568. rsc->addGpuProgramProfile(GPP_VS_2_0, "vs_2_0");
  1569. case 1:
  1570. rsc->addShaderProfile("vs_1_1");
  1571. rsc->addGpuProgramProfile(GPP_VS_1_1, "vs_1_1");
  1572. }
  1573. }
  1574. void D3D9RenderAPI::updatePixelShaderCaps(RenderAPICapabilities* rsc) const
  1575. {
  1576. UINT16 major = 0xFF;
  1577. UINT16 minor = 0xFF;
  1578. D3DCAPS9 minPSCaps;
  1579. // Find the device with the lowest pixel shader caps.
  1580. for (unsigned int i=0; i < mDriverList->count(); ++i)
  1581. {
  1582. D3D9Driver* pCurDriver = mDriverList->item(i);
  1583. const D3DCAPS9& currCaps = pCurDriver->getD3D9DeviceCaps();
  1584. UINT16 currMajor = static_cast<UINT16>((currCaps.PixelShaderVersion & 0x0000FF00) >> 8);
  1585. UINT16 currMinor = static_cast<UINT16>(currCaps.PixelShaderVersion & 0x000000FF);
  1586. if (currMajor < major)
  1587. {
  1588. major = currMajor;
  1589. minor = currMinor;
  1590. minPSCaps = currCaps;
  1591. }
  1592. else if (currMajor == major && currMinor < minor)
  1593. {
  1594. minor = currMinor;
  1595. minPSCaps = currCaps;
  1596. }
  1597. }
  1598. bool ps2a = false;
  1599. bool ps2b = false;
  1600. bool ps2x = false;
  1601. // Special case detection for ps_2_x/a/b support
  1602. if (major >= 2)
  1603. {
  1604. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1605. (minPSCaps.PS20Caps.NumTemps >= 32))
  1606. {
  1607. ps2b = true;
  1608. }
  1609. if ((minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT) &&
  1610. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_NODEPENDENTREADLIMIT) &&
  1611. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_ARBITRARYSWIZZLE) &&
  1612. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) &&
  1613. (minPSCaps.PS20Caps.Caps & D3DPS20CAPS_PREDICATION) &&
  1614. (minPSCaps.PS20Caps.NumTemps >= 22))
  1615. {
  1616. ps2a = true;
  1617. }
  1618. // Does this enough?
  1619. if (ps2a || ps2b)
  1620. {
  1621. ps2x = true;
  1622. }
  1623. }
  1624. switch (major)
  1625. {
  1626. case 1:
  1627. // no boolean params allowed
  1628. rsc->setFragmentProgramConstantBoolCount(0);
  1629. // no integer params allowed
  1630. rsc->setFragmentProgramConstantIntCount(0);
  1631. // float params, always 4D
  1632. rsc->setFragmentProgramConstantFloatCount(8);
  1633. break;
  1634. case 2:
  1635. // 16 boolean params allowed
  1636. rsc->setFragmentProgramConstantBoolCount(16);
  1637. // 16 integer params allowed, 4D
  1638. rsc->setFragmentProgramConstantIntCount(16);
  1639. // float params, always 4D
  1640. rsc->setFragmentProgramConstantFloatCount(32);
  1641. break;
  1642. case 3:
  1643. // 16 boolean params allowed
  1644. rsc->setFragmentProgramConstantBoolCount(16);
  1645. // 16 integer params allowed, 4D
  1646. rsc->setFragmentProgramConstantIntCount(16);
  1647. // float params, always 4D
  1648. rsc->setFragmentProgramConstantFloatCount(224);
  1649. break;
  1650. }
  1651. // populate syntax codes in program manager (no breaks in this one so it falls through)
  1652. switch(major)
  1653. {
  1654. case 3:
  1655. if (minor > 0)
  1656. {
  1657. rsc->addShaderProfile("ps_3_x");
  1658. rsc->addGpuProgramProfile(GPP_FS_3_x, "ps_3_x");
  1659. }
  1660. rsc->addShaderProfile("ps_3_0");
  1661. rsc->addGpuProgramProfile(GPP_FS_3_0, "ps_3_0");
  1662. case 2:
  1663. if (ps2x)
  1664. {
  1665. rsc->addShaderProfile("ps_2_x");
  1666. rsc->addGpuProgramProfile(GPP_FS_2_x, "ps_2_x");
  1667. }
  1668. if (ps2a)
  1669. {
  1670. rsc->addShaderProfile("ps_2_a");
  1671. rsc->addGpuProgramProfile(GPP_FS_2_a, "ps_2_a");
  1672. }
  1673. if (ps2b)
  1674. {
  1675. rsc->addShaderProfile("ps_2_b");
  1676. rsc->addGpuProgramProfile(GPP_FS_2_b, "ps_2_b");
  1677. }
  1678. rsc->addShaderProfile("ps_2_0");
  1679. rsc->addGpuProgramProfile(GPP_FS_2_0, "ps_2_0");
  1680. case 1:
  1681. if (major > 1 || minor >= 4)
  1682. {
  1683. rsc->addShaderProfile("ps_1_4");
  1684. rsc->addGpuProgramProfile(GPP_FS_1_4, "ps_1_4");
  1685. }
  1686. if (major > 1 || minor >= 3)
  1687. {
  1688. rsc->addShaderProfile("ps_1_3");
  1689. rsc->addGpuProgramProfile(GPP_FS_1_3, "ps_1_3");
  1690. }
  1691. if (major > 1 || minor >= 2)
  1692. {
  1693. rsc->addShaderProfile("ps_1_2");
  1694. rsc->addGpuProgramProfile(GPP_FS_1_2, "ps_1_2");
  1695. }
  1696. rsc->addShaderProfile("ps_1_1");
  1697. rsc->addGpuProgramProfile(GPP_FS_1_1, "ps_1_1");
  1698. }
  1699. }
  1700. String D3D9RenderAPI::getErrorDescription(long errorNumber) const
  1701. {
  1702. const String errMsg = DXGetErrorDescription(errorNumber);
  1703. return errMsg;
  1704. }
  1705. void D3D9RenderAPI::setClipPlane (UINT16 index, float A, float B, float C, float D)
  1706. {
  1707. float plane[4] = { A, B, C, D };
  1708. getActiveD3D9Device()->SetClipPlane (index, plane);
  1709. }
  1710. void D3D9RenderAPI::enableClipPlane (UINT16 index, bool enable)
  1711. {
  1712. DWORD prev;
  1713. getActiveD3D9Device()->GetRenderState(D3DRS_CLIPPLANEENABLE, &prev);
  1714. setRenderState(D3DRS_CLIPPLANEENABLE, enable?
  1715. (prev | (1 << index)) : (prev & ~(1 << index)));
  1716. }
  1717. void D3D9RenderAPI::notifyOnDeviceLost(D3D9Device* device)
  1718. {
  1719. if (mIsFrameInProgress)
  1720. {
  1721. endFrame();
  1722. mRestoreFrameOnReset = true;
  1723. }
  1724. }
  1725. void D3D9RenderAPI::notifyOnDeviceReset(D3D9Device* device)
  1726. {
  1727. // Reset state attributes.
  1728. mVertexProgramBound = false;
  1729. mFragmentProgramBound = false;
  1730. if (mRestoreFrameOnReset)
  1731. {
  1732. beginFrame();
  1733. mRestoreFrameOnReset = false;
  1734. }
  1735. }
  1736. void D3D9RenderAPI::determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  1737. bool fullScreen, D3DMULTISAMPLE_TYPE *outMultisampleType, DWORD *outMultisampleQuality) const
  1738. {
  1739. bool tryCSAA = false; // Note: Disabled for now, but leaving the code for later so it might be useful
  1740. enum CSAAMode { CSAA_Normal, CSAA_Quality };
  1741. CSAAMode csaaMode = CSAA_Normal;
  1742. D3D9DriverList* driverList = getDirect3DDrivers();
  1743. D3D9Driver* deviceDriver = mActiveD3DDriver;
  1744. D3D9Device* device = mDeviceManager->getDeviceFromD3D9Device(d3d9Device);
  1745. for (UINT32 i = 0; i < driverList->count(); ++i)
  1746. {
  1747. D3D9Driver* currDriver = driverList->item(i);
  1748. if (currDriver->getAdapterNumber() == device->getAdapterNumber())
  1749. {
  1750. deviceDriver = currDriver;
  1751. break;
  1752. }
  1753. }
  1754. UINT32 origNumSamples = multisampleCount;
  1755. bool foundValid = false;
  1756. while (!foundValid)
  1757. {
  1758. // Deal with special cases
  1759. if (tryCSAA)
  1760. {
  1761. switch(multisampleCount)
  1762. {
  1763. case 8:
  1764. if (csaaMode == CSAA_Quality)
  1765. {
  1766. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1767. *outMultisampleQuality = 0;
  1768. }
  1769. else
  1770. {
  1771. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1772. *outMultisampleQuality = 2;
  1773. }
  1774. break;
  1775. case 16:
  1776. if (csaaMode == CSAA_Quality)
  1777. {
  1778. *outMultisampleType = D3DMULTISAMPLE_8_SAMPLES;
  1779. *outMultisampleQuality = 2;
  1780. }
  1781. else
  1782. {
  1783. *outMultisampleType = D3DMULTISAMPLE_4_SAMPLES;
  1784. *outMultisampleQuality = 4;
  1785. }
  1786. break;
  1787. }
  1788. }
  1789. else // !CSAA
  1790. {
  1791. *outMultisampleType = D3DMULTISAMPLE_NONE;
  1792. *outMultisampleQuality = 0;
  1793. }
  1794. HRESULT hr;
  1795. DWORD outQuality;
  1796. hr = mpD3D->CheckDeviceMultiSampleType(
  1797. deviceDriver->getAdapterNumber(),
  1798. D3DDEVTYPE_HAL,
  1799. d3dPixelFormat,
  1800. !fullScreen,
  1801. *outMultisampleType,
  1802. &outQuality);
  1803. if (SUCCEEDED(hr) &&
  1804. (!tryCSAA || outQuality > *outMultisampleQuality))
  1805. {
  1806. foundValid = true;
  1807. }
  1808. else
  1809. {
  1810. // Downgrade
  1811. if (tryCSAA && multisampleCount == 8)
  1812. {
  1813. // For CSAA, we'll try downgrading with quality mode at all samples.
  1814. // then try without quality, then drop CSAA
  1815. if (csaaMode == CSAA_Quality)
  1816. {
  1817. // Drop quality first
  1818. csaaMode = CSAA_Normal;
  1819. }
  1820. else
  1821. {
  1822. // Drop CSAA entirely
  1823. tryCSAA = false;
  1824. }
  1825. // Return to original requested samples
  1826. multisampleCount = origNumSamples;
  1827. }
  1828. else
  1829. {
  1830. // Drop samples
  1831. multisampleCount--;
  1832. if (multisampleCount == 1)
  1833. {
  1834. // Ran out of options, no multisampling
  1835. multisampleCount = 0;
  1836. foundValid = true;
  1837. }
  1838. }
  1839. }
  1840. }
  1841. }
  1842. void D3D9RenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  1843. {
  1844. size_t i;
  1845. size_t numClipPlanes;
  1846. D3DXPLANE dx9ClipPlane;
  1847. DWORD mask = 0;
  1848. HRESULT hr;
  1849. numClipPlanes = clipPlanes.size();
  1850. for (i = 0; i < numClipPlanes; ++i)
  1851. {
  1852. const Plane& plane = clipPlanes[i];
  1853. dx9ClipPlane.a = plane.normal.x;
  1854. dx9ClipPlane.b = plane.normal.y;
  1855. dx9ClipPlane.c = plane.normal.z;
  1856. dx9ClipPlane.d = plane.d;
  1857. // TODO Low priority - Transform planes to clip space?
  1858. hr = getActiveD3D9Device()->SetClipPlane(static_cast<DWORD>(i), dx9ClipPlane);
  1859. if (FAILED(hr))
  1860. {
  1861. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1862. }
  1863. mask |= (1 << i);
  1864. }
  1865. hr = setRenderState(D3DRS_CLIPPLANEENABLE, mask);
  1866. if (FAILED(hr))
  1867. {
  1868. BS_EXCEPT(RenderingAPIException, "Unable to set render state for clip planes");
  1869. }
  1870. }
  1871. HRESULT D3D9RenderAPI::setRenderState(D3DRENDERSTATETYPE state, DWORD value)
  1872. {
  1873. return getActiveD3D9Device()->SetRenderState(state, value);
  1874. }
  1875. HRESULT D3D9RenderAPI::setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value)
  1876. {
  1877. return getActiveD3D9Device()->SetSamplerState(sampler, type, value);
  1878. }
  1879. HRESULT D3D9RenderAPI::setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value)
  1880. {
  1881. if (stage < 8)
  1882. return getActiveD3D9Device()->SetTextureStageState(stage, type, value);
  1883. else
  1884. return D3D_OK;
  1885. }
  1886. DWORD D3D9RenderAPI::getCurrentAnisotropy(UINT32 unit)
  1887. {
  1888. DWORD oldVal;
  1889. getActiveD3D9Device()->GetSamplerState(static_cast<DWORD>(unit), D3DSAMP_MAXANISOTROPY, &oldVal);
  1890. return oldVal;
  1891. }
  1892. void D3D9RenderAPI::applyViewport()
  1893. {
  1894. if (mActiveRenderTarget == nullptr)
  1895. return;
  1896. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1897. D3DVIEWPORT9 d3dvp;
  1898. HRESULT hr;
  1899. setCullingMode(mCullingMode);
  1900. // Set viewport dimensions
  1901. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1902. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1903. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1904. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1905. d3dvp.X = mViewportLeft;
  1906. d3dvp.Y = mViewportTop;
  1907. d3dvp.Width = mViewportWidth;
  1908. d3dvp.Height = mViewportHeight;
  1909. if (rtProps.requiresTextureFlipping())
  1910. {
  1911. // Convert "top-left" to "bottom-left"
  1912. d3dvp.Y = rtProps.getHeight() - d3dvp.Height - d3dvp.Y;
  1913. }
  1914. // Z-values from 0.0 to 1.0 (TODO: standardise with OpenGL)
  1915. d3dvp.MinZ = 0.0f;
  1916. d3dvp.MaxZ = 1.0f;
  1917. if (FAILED(hr = getActiveD3D9Device()->SetViewport(&d3dvp)))
  1918. BS_EXCEPT(RenderingAPIException, "Failed to set viewport.");
  1919. }
  1920. }