renderer_d3d9.cpp 127 KB

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  1. /*
  2. * Copyright 2011-2022 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D9
  7. # include "renderer_d3d9.h"
  8. # include <bx/pixelformat.h>
  9. namespace bgfx { namespace d3d9
  10. {
  11. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  13. struct PrimInfo
  14. {
  15. D3DPRIMITIVETYPE m_type;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { D3DPT_TRIANGLELIST, 3, 3, 0 },
  23. { D3DPT_TRIANGLESTRIP, 3, 1, 2 },
  24. { D3DPT_LINELIST, 2, 2, 0 },
  25. { D3DPT_LINESTRIP, 2, 1, 1 },
  26. { D3DPT_POINTLIST, 1, 1, 0 },
  27. { D3DPRIMITIVETYPE(0), 0, 0, 0 },
  28. };
  29. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  30. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  31. {
  32. D3DMULTISAMPLE_NONE,
  33. D3DMULTISAMPLE_2_SAMPLES,
  34. D3DMULTISAMPLE_4_SAMPLES,
  35. D3DMULTISAMPLE_8_SAMPLES,
  36. D3DMULTISAMPLE_16_SAMPLES,
  37. };
  38. static Msaa s_msaa[] =
  39. {
  40. { D3DMULTISAMPLE_NONE, 0 },
  41. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  42. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  43. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  44. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  45. };
  46. struct Blend
  47. {
  48. D3DBLEND m_src;
  49. D3DBLEND m_dst;
  50. bool m_factor;
  51. };
  52. static const Blend s_blendFactor[] =
  53. {
  54. { (D3DBLEND)0, (D3DBLEND)0, false }, // ignored
  55. { D3DBLEND_ZERO, D3DBLEND_ZERO, false }, // ZERO
  56. { D3DBLEND_ONE, D3DBLEND_ONE, false }, // ONE
  57. { D3DBLEND_SRCCOLOR, D3DBLEND_SRCCOLOR, false }, // SRC_COLOR
  58. { D3DBLEND_INVSRCCOLOR, D3DBLEND_INVSRCCOLOR, false }, // INV_SRC_COLOR
  59. { D3DBLEND_SRCALPHA, D3DBLEND_SRCALPHA, false }, // SRC_ALPHA
  60. { D3DBLEND_INVSRCALPHA, D3DBLEND_INVSRCALPHA, false }, // INV_SRC_ALPHA
  61. { D3DBLEND_DESTALPHA, D3DBLEND_DESTALPHA, false }, // DST_ALPHA
  62. { D3DBLEND_INVDESTALPHA, D3DBLEND_INVDESTALPHA, false }, // INV_DST_ALPHA
  63. { D3DBLEND_DESTCOLOR, D3DBLEND_DESTCOLOR, false }, // DST_COLOR
  64. { D3DBLEND_INVDESTCOLOR, D3DBLEND_INVDESTCOLOR, false }, // INV_DST_COLOR
  65. { D3DBLEND_SRCALPHASAT, D3DBLEND_ONE, false }, // SRC_ALPHA_SAT
  66. { D3DBLEND_BLENDFACTOR, D3DBLEND_BLENDFACTOR, true }, // FACTOR
  67. { D3DBLEND_INVBLENDFACTOR, D3DBLEND_INVBLENDFACTOR, true }, // INV_FACTOR
  68. };
  69. static const D3DBLENDOP s_blendEquation[] =
  70. {
  71. D3DBLENDOP_ADD,
  72. D3DBLENDOP_SUBTRACT,
  73. D3DBLENDOP_REVSUBTRACT,
  74. D3DBLENDOP_MIN,
  75. D3DBLENDOP_MAX,
  76. };
  77. static const D3DCMPFUNC s_cmpFunc[] =
  78. {
  79. (D3DCMPFUNC)0, // ignored
  80. D3DCMP_LESS,
  81. D3DCMP_LESSEQUAL,
  82. D3DCMP_EQUAL,
  83. D3DCMP_GREATEREQUAL,
  84. D3DCMP_GREATER,
  85. D3DCMP_NOTEQUAL,
  86. D3DCMP_NEVER,
  87. D3DCMP_ALWAYS,
  88. };
  89. static const D3DSTENCILOP s_stencilOp[] =
  90. {
  91. D3DSTENCILOP_ZERO,
  92. D3DSTENCILOP_KEEP,
  93. D3DSTENCILOP_REPLACE,
  94. D3DSTENCILOP_INCR,
  95. D3DSTENCILOP_INCRSAT,
  96. D3DSTENCILOP_DECR,
  97. D3DSTENCILOP_DECRSAT,
  98. D3DSTENCILOP_INVERT,
  99. };
  100. static const D3DRENDERSTATETYPE s_stencilFuncRs[] =
  101. {
  102. D3DRS_STENCILFUNC,
  103. D3DRS_CCW_STENCILFUNC,
  104. };
  105. static const D3DRENDERSTATETYPE s_stencilFailRs[] =
  106. {
  107. D3DRS_STENCILFAIL,
  108. D3DRS_CCW_STENCILFAIL,
  109. };
  110. static const D3DRENDERSTATETYPE s_stencilZFailRs[] =
  111. {
  112. D3DRS_STENCILZFAIL,
  113. D3DRS_CCW_STENCILZFAIL,
  114. };
  115. static const D3DRENDERSTATETYPE s_stencilZPassRs[] =
  116. {
  117. D3DRS_STENCILPASS,
  118. D3DRS_CCW_STENCILPASS,
  119. };
  120. static const D3DCULL s_cullMode[] =
  121. {
  122. D3DCULL_NONE,
  123. D3DCULL_CW,
  124. D3DCULL_CCW,
  125. };
  126. static const D3DTEXTUREADDRESS s_textureAddress[] =
  127. {
  128. D3DTADDRESS_WRAP,
  129. D3DTADDRESS_MIRROR,
  130. D3DTADDRESS_CLAMP,
  131. D3DTADDRESS_BORDER,
  132. };
  133. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  134. {
  135. D3DTEXF_LINEAR,
  136. D3DTEXF_POINT,
  137. D3DTEXF_ANISOTROPIC,
  138. };
  139. struct TextureFormatInfo
  140. {
  141. D3DFORMAT m_fmt;
  142. };
  143. static TextureFormatInfo s_textureFormat[] =
  144. {
  145. { D3DFMT_DXT1 }, // BC1
  146. { D3DFMT_DXT3 }, // BC2
  147. { D3DFMT_DXT5 }, // BC3
  148. { D3DFMT_UNKNOWN }, // BC4
  149. { D3DFMT_UNKNOWN }, // BC5
  150. { D3DFMT_UNKNOWN }, // BC6H
  151. { D3DFMT_UNKNOWN }, // BC7
  152. { D3DFMT_UNKNOWN }, // ETC1
  153. { D3DFMT_UNKNOWN }, // ETC2
  154. { D3DFMT_UNKNOWN }, // ETC2A
  155. { D3DFMT_UNKNOWN }, // ETC2A1
  156. { D3DFMT_UNKNOWN }, // PTC12
  157. { D3DFMT_UNKNOWN }, // PTC14
  158. { D3DFMT_UNKNOWN }, // PTC12A
  159. { D3DFMT_UNKNOWN }, // PTC14A
  160. { D3DFMT_UNKNOWN }, // PTC22
  161. { D3DFMT_UNKNOWN }, // PTC24
  162. { D3DFMT_UNKNOWN }, // ATC,
  163. { D3DFMT_UNKNOWN }, // ATCE,
  164. { D3DFMT_UNKNOWN }, // ATCI,
  165. { D3DFMT_UNKNOWN }, // ASTC4x4,
  166. { D3DFMT_UNKNOWN }, // ASTC5x5,
  167. { D3DFMT_UNKNOWN }, // ASTC6x6,
  168. { D3DFMT_UNKNOWN }, // ASTC8x5,
  169. { D3DFMT_UNKNOWN }, // ASTC8x6,
  170. { D3DFMT_UNKNOWN }, // ASTC10x5,
  171. { D3DFMT_UNKNOWN }, // Unknown
  172. { D3DFMT_A1 }, // R1
  173. { D3DFMT_A8 }, // A8
  174. { D3DFMT_L8 }, // R8
  175. { D3DFMT_UNKNOWN }, // R8I
  176. { D3DFMT_UNKNOWN }, // R8U
  177. { D3DFMT_UNKNOWN }, // R8S
  178. { D3DFMT_L16 }, // R16
  179. { D3DFMT_UNKNOWN }, // R16I
  180. { D3DFMT_UNKNOWN }, // R16U
  181. { D3DFMT_R16F }, // R16F
  182. { D3DFMT_UNKNOWN }, // R16S
  183. { D3DFMT_UNKNOWN }, // R32I
  184. { D3DFMT_UNKNOWN }, // R32U
  185. { D3DFMT_R32F }, // R32F
  186. { D3DFMT_A8L8 }, // RG8
  187. { D3DFMT_UNKNOWN }, // RG8I
  188. { D3DFMT_UNKNOWN }, // RG8U
  189. { D3DFMT_UNKNOWN }, // RG8S
  190. { D3DFMT_G16R16 }, // RG16
  191. { D3DFMT_UNKNOWN }, // RG16I
  192. { D3DFMT_UNKNOWN }, // RG16U
  193. { D3DFMT_G16R16F }, // RG16F
  194. { D3DFMT_UNKNOWN }, // RG16S
  195. { D3DFMT_UNKNOWN }, // RG32I
  196. { D3DFMT_UNKNOWN }, // RG32U
  197. { D3DFMT_G32R32F }, // RG32F
  198. { D3DFMT_UNKNOWN }, // RGB8
  199. { D3DFMT_UNKNOWN }, // RGB8I
  200. { D3DFMT_UNKNOWN }, // RGB8U
  201. { D3DFMT_UNKNOWN }, // RGB8S
  202. { D3DFMT_UNKNOWN }, // RGB9E5F
  203. { D3DFMT_A8R8G8B8 }, // BGRA8
  204. { D3DFMT_UNKNOWN }, // RGBA8
  205. { D3DFMT_UNKNOWN }, // RGBA8I
  206. { D3DFMT_UNKNOWN }, // RGBA8U
  207. { D3DFMT_UNKNOWN }, // RGBA8S
  208. { D3DFMT_A16B16G16R16 }, // RGBA16
  209. { D3DFMT_UNKNOWN }, // RGBA16I
  210. { D3DFMT_UNKNOWN }, // RGBA16U
  211. { D3DFMT_A16B16G16R16F }, // RGBA16F
  212. { D3DFMT_UNKNOWN }, // RGBA16S
  213. { D3DFMT_UNKNOWN }, // RGBA32I
  214. { D3DFMT_UNKNOWN }, // RGBA32U
  215. { D3DFMT_A32B32G32R32F }, // RGBA32F
  216. { D3DFMT_R5G6B5 }, // B5G6R5
  217. { D3DFMT_R5G6B5 }, // R5G6B5
  218. { D3DFMT_A4R4G4B4 }, // BGRA4
  219. { D3DFMT_A4R4G4B4 }, // RGBA4
  220. { D3DFMT_A1R5G5B5 }, // BGR5A1
  221. { D3DFMT_A1R5G5B5 }, // RGB5A1
  222. { D3DFMT_A2B10G10R10 }, // RGB10A2
  223. { D3DFMT_UNKNOWN }, // RG11B10F
  224. { D3DFMT_UNKNOWN }, // UnknownDepth
  225. { D3DFMT_D16 }, // D16
  226. { D3DFMT_D24X8 }, // D24
  227. { D3DFMT_D24S8 }, // D24S8
  228. { D3DFMT_D32 }, // D32
  229. { D3DFMT_DF16 }, // D16F
  230. { D3DFMT_DF24 }, // D24F
  231. { D3DFMT_D32F_LOCKABLE }, // D32F
  232. { D3DFMT_S8_LOCKABLE }, // D0S8
  233. };
  234. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  235. static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
  236. {
  237. { D3DFMT_ATI1, 0, D3DRTYPE_TEXTURE, false },
  238. { D3DFMT_ATI2, 0, D3DRTYPE_TEXTURE, false },
  239. { D3DFMT_DF16, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  240. { D3DFMT_DF24, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  241. { D3DFMT_INST, 0, D3DRTYPE_SURFACE, false },
  242. { D3DFMT_INTZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  243. { D3DFMT_NULL, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  244. { D3DFMT_RESZ, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, false },
  245. { D3DFMT_RAWZ, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, false },
  246. { D3DFMT_ATOC, 0, D3DRTYPE_SURFACE, false },
  247. };
  248. static const GUID IID_IDirect3D9 = { 0x81bdcbca, 0x64d4, 0x426d, { 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c } };
  249. static const GUID IID_IDirect3DDevice9Ex = { 0xb18b10ce, 0x2649, 0x405a, { 0x87, 0xf, 0x95, 0xf7, 0x77, 0xd4, 0x31, 0x3a } };
  250. typedef HRESULT (WINAPI *Direct3DCreate9ExFn)(UINT SDKVersion, IDirect3D9Ex**);
  251. static Direct3DCreate9ExFn Direct3DCreate9Ex;
  252. typedef IDirect3D9* (WINAPI *Direct3DCreate9Fn)(UINT SDKVersion);
  253. static Direct3DCreate9Fn Direct3DCreate9;
  254. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  255. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  256. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  257. static const D3DVERTEXELEMENT9 s_attrib[] =
  258. {
  259. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  260. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
  261. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
  262. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
  263. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
  264. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
  265. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 2 },
  266. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 3 },
  267. { 0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
  268. { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
  269. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
  270. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
  271. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2 },
  272. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3 },
  273. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4 },
  274. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5 },
  275. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6 },
  276. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7 },
  277. D3DDECL_END()
  278. };
  279. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib)-1);
  280. static const uint8_t s_attribType[][4][2] =
  281. {
  282. { // Uint8
  283. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  284. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  285. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  286. { D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4N },
  287. },
  288. { // Uint10
  289. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  290. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  291. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  292. { D3DDECLTYPE_UDEC3, D3DDECLTYPE_DEC3N },
  293. },
  294. { // Int16
  295. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  296. { D3DDECLTYPE_SHORT2, D3DDECLTYPE_SHORT2N },
  297. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  298. { D3DDECLTYPE_SHORT4, D3DDECLTYPE_SHORT4N },
  299. },
  300. { // Half
  301. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  302. { D3DDECLTYPE_FLOAT16_2, D3DDECLTYPE_FLOAT16_2 },
  303. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  304. { D3DDECLTYPE_FLOAT16_4, D3DDECLTYPE_FLOAT16_4 },
  305. },
  306. { // Float
  307. { D3DDECLTYPE_FLOAT1, D3DDECLTYPE_FLOAT1 },
  308. { D3DDECLTYPE_FLOAT2, D3DDECLTYPE_FLOAT2 },
  309. { D3DDECLTYPE_FLOAT3, D3DDECLTYPE_FLOAT3 },
  310. { D3DDECLTYPE_FLOAT4, D3DDECLTYPE_FLOAT4 },
  311. },
  312. };
  313. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  314. static D3DVERTEXELEMENT9* fillVertexLayout(uint8_t _stream, D3DVERTEXELEMENT9* _out, const VertexLayout& _layout)
  315. {
  316. D3DVERTEXELEMENT9* elem = _out;
  317. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  318. {
  319. if (UINT16_MAX != _layout.m_attributes[attr])
  320. {
  321. uint8_t num;
  322. AttribType::Enum type;
  323. bool normalized;
  324. bool asInt;
  325. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  326. bx::memCopy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  327. elem->Stream = _stream;
  328. elem->Type = s_attribType[type][num-1][normalized];
  329. elem->Offset = _layout.m_offset[attr];
  330. ++elem;
  331. }
  332. }
  333. return elem;
  334. }
  335. inline bool isLost(HRESULT _hr)
  336. {
  337. return false
  338. || _hr == D3DERR_DEVICELOST
  339. || _hr == D3DERR_DRIVERINTERNALERROR
  340. #if !defined(D3D_DISABLE_9EX)
  341. || _hr == D3DERR_DEVICEHUNG
  342. || _hr == D3DERR_DEVICEREMOVED
  343. #endif // !defined(D3D_DISABLE_9EX)
  344. ;
  345. }
  346. inline bool useD3D9Pitch(bimg::TextureFormat::Enum _format)
  347. {
  348. // Reference(s):
  349. // - For BC4 and B5 in DX9 LockRect returns wrong number of
  350. // bytes. If actual mip size is used it causes memory corruption.
  351. // https://web.archive.org/web/20190207230133/http://www.aras-p.info/texts/D3D9GPUHacks.html
  352. return true
  353. && _format != bimg::TextureFormat::BC4
  354. && _format != bimg::TextureFormat::BC5
  355. ;
  356. }
  357. static inline uint32_t calcRowPitch(const bimg::ImageBlockInfo& _blockInfo, uint8_t _lod, uint32_t _width)
  358. {
  359. const uint8_t blockWidth = _blockInfo.blockWidth;
  360. const uint8_t blockHeight = _blockInfo.blockHeight;
  361. const uint8_t minBlockX = _blockInfo.minBlockX;
  362. const uint8_t bitsPerPixel = _blockInfo.bitsPerPixel;
  363. // Calculate the row pitch
  364. const uint32_t minBlkWidth = minBlockX;
  365. const uint32_t lodBlkWidth = (((_width >> _lod) + blockWidth - 1) / blockWidth);
  366. const uint32_t rowBlkWidth = bx::max<uint32_t>(minBlkWidth, lodBlkWidth);
  367. const uint32_t pixBlkWidth = rowBlkWidth * blockWidth * blockHeight;
  368. const uint32_t rowPitch = pixBlkWidth * bitsPerPixel / 8u;
  369. return rowPitch;
  370. }
  371. struct RendererContextD3D9 : public RendererContextI
  372. {
  373. RendererContextD3D9()
  374. : m_d3d9(NULL)
  375. , m_device(NULL)
  376. , m_flushQuery(NULL)
  377. , m_swapChain(NULL)
  378. , m_captureTexture(NULL)
  379. , m_captureSurface(NULL)
  380. , m_captureResolve(NULL)
  381. , m_maxAnisotropy(1)
  382. , m_initialized(false)
  383. , m_amd(false)
  384. , m_nvidia(false)
  385. , m_atocSupport(false)
  386. , m_instancingSupport(false)
  387. , m_occlusionQuerySupport(false)
  388. , m_timerQuerySupport(false)
  389. , m_rtMsaa(false)
  390. {
  391. }
  392. ~RendererContextD3D9()
  393. {
  394. }
  395. bool init(const Init& _init)
  396. {
  397. struct ErrorState
  398. {
  399. enum Enum
  400. {
  401. Default,
  402. LoadedD3D9,
  403. CreatedD3D9,
  404. CreatedDevice,
  405. };
  406. };
  407. ErrorState::Enum errorState = ErrorState::Default;
  408. m_fbh.idx = kInvalidHandle;
  409. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  410. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  411. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  412. // Reference(s):
  413. // - https://web.archive.org/web/20190207230309/https://docs.microsoft.com/en-us/windows/desktop/direct3d9/d3dpresent-parameters
  414. bx::memSet(&m_params, 0, sizeof(m_params) );
  415. m_params.BackBufferWidth = _init.resolution.width;
  416. m_params.BackBufferHeight = _init.resolution.height;
  417. m_params.BackBufferFormat = adapterFormat;
  418. m_params.BackBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  419. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  420. m_params.MultiSampleQuality = 0;
  421. m_params.EnableAutoDepthStencil = TRUE;
  422. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  423. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  424. m_params.FullScreen_RefreshRateInHz = 0;
  425. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  426. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  427. m_params.hDeviceWindow = NULL;
  428. m_params.Windowed = true;
  429. m_params.BackBufferWidth = _init.resolution.width;
  430. m_params.BackBufferHeight = _init.resolution.height;
  431. const char* d3d9DllName =
  432. #if BX_PLATFORM_LINUX
  433. "d3d9.so"
  434. #else
  435. "d3d9.dll"
  436. #endif // BX_PLATFORM_LINUX
  437. ;
  438. m_d3d9Dll = bx::dlopen(d3d9DllName);
  439. if (NULL == m_d3d9Dll)
  440. {
  441. BX_TRACE("Init error: Failed to load %s.", d3d9DllName);
  442. goto error;
  443. }
  444. errorState = ErrorState::LoadedD3D9;
  445. m_nvapi.init();
  446. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  447. {
  448. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker");
  449. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  450. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent");
  451. if (NULL == D3DPERF_SetMarker
  452. || NULL == D3DPERF_BeginEvent
  453. || NULL == D3DPERF_EndEvent)
  454. {
  455. BX_TRACE("Failed to initialize PIX events.");
  456. D3DPERF_SetMarker = NULL;
  457. D3DPERF_BeginEvent = NULL;
  458. D3DPERF_EndEvent = NULL;
  459. }
  460. }
  461. m_d3d9ex = NULL;
  462. m_deviceEx = NULL;
  463. Direct3DCreate9Ex = (Direct3DCreate9ExFn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9Ex");
  464. if (BX_ENABLED(BGFX_CONFIG_RENDERER_DIRECT3D9EX)
  465. && NULL != Direct3DCreate9Ex)
  466. {
  467. Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9ex);
  468. if (NULL != m_d3d9ex)
  469. {
  470. HRESULT hr = m_d3d9ex->QueryInterface(IID_IDirect3D9, (void**)&m_d3d9);
  471. if (FAILED(hr) )
  472. {
  473. BX_TRACE("Failed to query D3D9 interface 0x%08x.", hr);
  474. DX_RELEASE(m_d3d9ex, 0);
  475. }
  476. else
  477. {
  478. m_pool = D3DPOOL_DEFAULT;
  479. }
  480. }
  481. }
  482. if (NULL == m_d3d9)
  483. {
  484. Direct3DCreate9 = (Direct3DCreate9Fn)bx::dlsym(m_d3d9Dll, "Direct3DCreate9");
  485. if (NULL == Direct3DCreate9)
  486. {
  487. BX_TRACE("Init error: Function Direct3DCreate9 not found.");
  488. goto error;
  489. }
  490. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  491. m_pool = D3DPOOL_MANAGED;
  492. }
  493. if (NULL == m_d3d9)
  494. {
  495. BX_TRACE("Init error: Unable to create Direct3D.");
  496. goto error;
  497. }
  498. errorState = ErrorState::CreatedD3D9;
  499. {
  500. m_adapter = D3DADAPTER_DEFAULT;
  501. m_deviceType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  502. ? D3DDEVTYPE_REF
  503. : D3DDEVTYPE_HAL
  504. ;
  505. uint8_t numGPUs = uint8_t(bx::uint32_min(BX_COUNTOF(g_caps.gpu), m_d3d9->GetAdapterCount() ) );
  506. for (uint32_t ii = 0; ii < numGPUs; ++ii)
  507. {
  508. D3DADAPTER_IDENTIFIER9 desc;
  509. HRESULT hr = m_d3d9->GetAdapterIdentifier(ii, 0, &desc);
  510. if (SUCCEEDED(hr) )
  511. {
  512. BX_TRACE("Adapter #%d", ii);
  513. BX_TRACE("\tDriver: %s", desc.Driver);
  514. BX_TRACE("\tDescription: %s", desc.Description);
  515. BX_TRACE("\tDeviceName: %s", desc.DeviceName);
  516. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  517. , desc.VendorId
  518. , desc.DeviceId
  519. , desc.SubSysId
  520. , desc.Revision
  521. );
  522. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  523. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  524. if (D3DADAPTER_DEFAULT == m_adapter)
  525. {
  526. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  527. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  528. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  529. {
  530. m_adapter = ii;
  531. }
  532. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  533. && !bx::strFind(desc.Description, "PerfHUD").isEmpty() )
  534. {
  535. m_adapter = ii;
  536. m_deviceType = D3DDEVTYPE_REF;
  537. }
  538. }
  539. }
  540. }
  541. DX_CHECK(m_d3d9->GetAdapterIdentifier(m_adapter, 0, &m_identifier) );
  542. m_amd = m_identifier.VendorId == BGFX_PCI_ID_AMD;
  543. m_nvidia = m_identifier.VendorId == BGFX_PCI_ID_NVIDIA;
  544. g_caps.vendorId = 0 == m_identifier.VendorId
  545. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  546. : (uint16_t)m_identifier.VendorId
  547. ;
  548. g_caps.deviceId = (uint16_t)m_identifier.DeviceId;
  549. uint32_t behaviorFlags[] =
  550. {
  551. D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE | D3DCREATE_PUREDEVICE,
  552. D3DCREATE_MIXED_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  553. D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE,
  554. };
  555. for (uint32_t ii = 0; ii < BX_COUNTOF(behaviorFlags) && NULL == m_device; ++ii)
  556. {
  557. if (NULL != m_d3d9ex)
  558. {
  559. DX_CHECK(m_d3d9ex->CreateDeviceEx(m_adapter
  560. , m_deviceType
  561. , (HWND)g_platformData.nwh
  562. , behaviorFlags[ii]
  563. , &m_params
  564. , NULL
  565. , &m_deviceEx
  566. ) );
  567. m_device = m_deviceEx;
  568. }
  569. else
  570. {
  571. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  572. , m_deviceType
  573. , (HWND)g_platformData.nwh
  574. , behaviorFlags[ii]
  575. , &m_params
  576. , &m_device
  577. ) );
  578. }
  579. }
  580. }
  581. if (NULL == m_device)
  582. {
  583. BX_TRACE("Init error: Unable to create Direct3D9 device.");
  584. goto error;
  585. }
  586. errorState = ErrorState::CreatedDevice;
  587. m_numWindows = 1;
  588. if (NULL != m_d3d9ex)
  589. {
  590. DX_CHECK(m_device->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&m_deviceEx) );
  591. }
  592. {
  593. IDirect3DQuery9* timerQueryTest[3] = {};
  594. m_timerQuerySupport = true
  595. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &timerQueryTest[0]) )
  596. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &timerQueryTest[1]) )
  597. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &timerQueryTest[2]) )
  598. ;
  599. DX_RELEASE(timerQueryTest[0], 0);
  600. DX_RELEASE(timerQueryTest[1], 0);
  601. DX_RELEASE(timerQueryTest[2], 0);
  602. }
  603. {
  604. IDirect3DQuery9* occlusionQueryTest;
  605. m_occlusionQuerySupport = true
  606. && SUCCEEDED(m_device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQueryTest) )
  607. ;
  608. DX_RELEASE(occlusionQueryTest, 0);
  609. }
  610. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  611. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  612. BX_WARN( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, "D3DPTEXTURECAPS_SQUAREONLY");
  613. BX_WARN( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, "D3DPTEXTURECAPS_MIPMAP");
  614. BX_WARN( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, "D3DPTEXTURECAPS_ALPHA");
  615. BX_WARN(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  616. , "Shader Model Version (vs: %x, ps: %x)."
  617. , m_caps.VertexShaderVersion
  618. , m_caps.PixelShaderVersion
  619. );
  620. if ( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) != 0
  621. || (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) != D3DPTEXTURECAPS_MIPMAP
  622. || (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) != D3DPTEXTURECAPS_ALPHA
  623. || !(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1) ) )
  624. {
  625. BX_TRACE("Init error: Min spec not satisfied.");
  626. goto error;
  627. }
  628. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  629. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  630. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  631. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  632. BX_TRACE("Num simultaneous render targets: %d", m_caps.NumSimultaneousRTs);
  633. BX_TRACE("Max vertex index: %d", m_caps.MaxVertexIndex);
  634. BX_TRACE("Max streams: %d", m_caps.MaxStreams);
  635. g_caps.supported |= ( 0
  636. | BGFX_CAPS_TEXTURE_3D
  637. | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  638. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  639. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  640. | BGFX_CAPS_FRAGMENT_DEPTH
  641. | BGFX_CAPS_SWAP_CHAIN
  642. | ( (m_caps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) ? BGFX_CAPS_TEXTURE_BLIT : 0)
  643. | BGFX_CAPS_TEXTURE_READ_BACK
  644. | (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  645. );
  646. m_caps.NumSimultaneousRTs = bx::uint32_min(m_caps.NumSimultaneousRTs, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  647. m_caps.MaxStreams = bx::uint32_min(m_caps.MaxStreams, BGFX_CONFIG_MAX_VERTEX_STREAMS);
  648. m_caps.MaxAnisotropy = bx::uint32_max(m_caps.MaxAnisotropy, 1);
  649. g_caps.limits.maxTextureSize = uint16_t(bx::uint32_min(m_caps.MaxTextureWidth, m_caps.MaxTextureHeight) );
  650. g_caps.limits.maxFBAttachments = uint8_t(m_caps.NumSimultaneousRTs);
  651. g_caps.limits.maxVertexStreams = uint8_t(m_caps.MaxStreams);
  652. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  653. {
  654. BX_TRACE("Extended formats:");
  655. for (uint32_t ii = 0; ii < ExtendedFormat::Count; ++ii)
  656. {
  657. ExtendedFormat& fmt = s_extendedFormats[ii];
  658. fmt.m_supported = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, fmt.m_usage, fmt.m_type, fmt.m_fmt) );
  659. const char* fourcc = (const char*)&fmt.m_fmt;
  660. BX_TRACE("\t%2d: %c%c%c%c %s", ii, fourcc[0], fourcc[1], fourcc[2], fourcc[3], fmt.m_supported ? "supported" : "");
  661. BX_UNUSED(fourcc);
  662. }
  663. m_instancingSupport = false
  664. || s_extendedFormats[ExtendedFormat::Inst].m_supported
  665. || (m_caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) )
  666. ;
  667. m_atocSupport = false
  668. || s_extendedFormats[ExtendedFormat::Atoc].m_supported
  669. ;
  670. if (m_amd
  671. && s_extendedFormats[ExtendedFormat::Inst].m_supported)
  672. { // AMD only
  673. m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
  674. }
  675. if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
  676. {
  677. s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
  678. s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
  679. }
  680. s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
  681. s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
  682. g_caps.supported |= m_instancingSupport ? BGFX_CAPS_INSTANCING : 0;
  683. g_caps.supported |= m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0;
  684. }
  685. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  686. {
  687. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  688. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  689. , m_deviceType
  690. , adapterFormat
  691. , 0
  692. , D3DRTYPE_TEXTURE
  693. , s_textureFormat[ii].m_fmt
  694. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  695. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  696. , m_deviceType
  697. , adapterFormat
  698. , D3DUSAGE_QUERY_SRGBREAD
  699. , D3DRTYPE_TEXTURE
  700. , s_textureFormat[ii].m_fmt
  701. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  702. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  703. , m_deviceType
  704. , adapterFormat
  705. , 0
  706. , D3DRTYPE_VOLUMETEXTURE
  707. , s_textureFormat[ii].m_fmt
  708. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  709. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  710. , m_deviceType
  711. , adapterFormat
  712. , D3DUSAGE_QUERY_SRGBREAD
  713. , D3DRTYPE_VOLUMETEXTURE
  714. , s_textureFormat[ii].m_fmt
  715. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  716. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  717. , m_deviceType
  718. , adapterFormat
  719. , 0
  720. , D3DRTYPE_CUBETEXTURE
  721. , s_textureFormat[ii].m_fmt
  722. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  723. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  724. , m_deviceType
  725. , adapterFormat
  726. , D3DUSAGE_QUERY_SRGBREAD
  727. , D3DRTYPE_CUBETEXTURE
  728. , s_textureFormat[ii].m_fmt
  729. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  730. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  731. , m_deviceType
  732. , adapterFormat
  733. , D3DUSAGE_QUERY_VERTEXTEXTURE
  734. , D3DRTYPE_TEXTURE
  735. , s_textureFormat[ii].m_fmt
  736. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  737. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  738. , m_deviceType
  739. , adapterFormat
  740. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  741. , D3DRTYPE_TEXTURE
  742. , s_textureFormat[ii].m_fmt
  743. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  744. support |= SUCCEEDED(m_d3d9->CheckDeviceMultiSampleType(m_adapter
  745. , m_deviceType
  746. , s_textureFormat[ii].m_fmt
  747. , true
  748. , D3DMULTISAMPLE_2_SAMPLES
  749. , NULL
  750. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  751. support |= SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter
  752. , m_deviceType
  753. , adapterFormat
  754. , bimg::isDepth(bimg::TextureFormat::Enum(ii) ) ? D3DUSAGE_DEPTHSTENCIL : D3DUSAGE_RENDERTARGET
  755. , D3DRTYPE_TEXTURE
  756. , s_textureFormat[ii].m_fmt
  757. ) ) ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN : BGFX_CAPS_FORMAT_TEXTURE_NONE;
  758. g_caps.formats[ii] = support;
  759. }
  760. m_fmtDepth = D3DFMT_D24S8;
  761. {
  762. IDirect3DSwapChain9* swapChain;
  763. DX_CHECK(m_device->GetSwapChain(0, &swapChain) );
  764. // GPA increases swapchain ref count.
  765. //
  766. // This causes assert in debug. When debugger is present refcount
  767. // checks are off.
  768. setGraphicsDebuggerPresent(1 != getRefCount(swapChain) );
  769. DX_RELEASE(swapChain, 0);
  770. }
  771. // Init reserved part of view name.
  772. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  773. {
  774. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  775. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  776. }
  777. if (NULL != m_deviceEx)
  778. {
  779. int32_t gpuPriority;
  780. DX_CHECK(m_deviceEx->GetGPUThreadPriority(&gpuPriority) );
  781. BX_TRACE("GPU thread priority: %d", gpuPriority);
  782. uint32_t maxLatency;
  783. DX_CHECK(m_deviceEx->GetMaximumFrameLatency(&maxLatency) );
  784. BX_TRACE("GPU max frame latency: %d", maxLatency);
  785. }
  786. postReset();
  787. m_initialized = true;
  788. g_internalData.context = m_device;
  789. return true;
  790. error:
  791. switch (errorState)
  792. {
  793. case ErrorState::CreatedDevice:
  794. if (NULL != m_d3d9ex)
  795. {
  796. DX_RELEASE(m_deviceEx, 1);
  797. DX_RELEASE(m_device, 0);
  798. }
  799. else
  800. {
  801. DX_RELEASE(m_device, 0);
  802. }
  803. BX_FALLTHROUGH;
  804. case ErrorState::CreatedD3D9:
  805. if (NULL != m_d3d9ex)
  806. {
  807. DX_RELEASE(m_d3d9, 1);
  808. DX_RELEASE(m_d3d9ex, 0);
  809. }
  810. else
  811. {
  812. DX_RELEASE(m_d3d9, 0);
  813. }
  814. BX_FALLTHROUGH;
  815. case ErrorState::LoadedD3D9:
  816. m_nvapi.shutdown();
  817. bx::dlclose(m_d3d9Dll);
  818. BX_FALLTHROUGH;
  819. case ErrorState::Default:
  820. break;
  821. }
  822. return false;
  823. }
  824. void shutdown()
  825. {
  826. preReset();
  827. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  828. {
  829. m_indexBuffers[ii].destroy();
  830. }
  831. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  832. {
  833. m_vertexBuffers[ii].destroy();
  834. }
  835. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  836. {
  837. m_shaders[ii].destroy();
  838. }
  839. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  840. {
  841. m_textures[ii].destroy();
  842. }
  843. if (NULL != m_d3d9ex)
  844. {
  845. DX_RELEASE(m_deviceEx, 1);
  846. DX_RELEASE(m_device, 0);
  847. DX_RELEASE(m_d3d9, 1);
  848. DX_RELEASE(m_d3d9ex, 0);
  849. }
  850. else
  851. {
  852. DX_RELEASE(m_device, 0);
  853. DX_RELEASE(m_d3d9, 0);
  854. }
  855. m_nvapi.shutdown();
  856. bx::dlclose(m_d3d9Dll);
  857. m_initialized = false;
  858. }
  859. RendererType::Enum getRendererType() const override
  860. {
  861. return RendererType::Direct3D9;
  862. }
  863. const char* getRendererName() const override
  864. {
  865. if (NULL != m_d3d9ex)
  866. {
  867. return BGFX_RENDERER_DIRECT3D9_NAME " Ex";
  868. }
  869. return BGFX_RENDERER_DIRECT3D9_NAME;
  870. }
  871. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  872. {
  873. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  874. }
  875. void destroyIndexBuffer(IndexBufferHandle _handle) override
  876. {
  877. m_indexBuffers[_handle.idx].destroy();
  878. }
  879. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  880. {
  881. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  882. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  883. dump(layout);
  884. }
  885. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  886. {
  887. }
  888. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t /*_flags*/) override
  889. {
  890. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle);
  891. }
  892. void destroyVertexBuffer(VertexBufferHandle _handle) override
  893. {
  894. m_vertexBuffers[_handle.idx].destroy();
  895. }
  896. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  897. {
  898. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  899. }
  900. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  901. {
  902. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  903. }
  904. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  905. {
  906. m_indexBuffers[_handle.idx].destroy();
  907. }
  908. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t /*_flags*/) override
  909. {
  910. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  911. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle);
  912. }
  913. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  914. {
  915. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  916. }
  917. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  918. {
  919. m_vertexBuffers[_handle.idx].destroy();
  920. }
  921. void createShader(ShaderHandle _handle, const Memory* _mem) override
  922. {
  923. m_shaders[_handle.idx].create(_mem);
  924. }
  925. void destroyShader(ShaderHandle _handle) override
  926. {
  927. m_shaders[_handle.idx].destroy();
  928. }
  929. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  930. {
  931. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  932. }
  933. void destroyProgram(ProgramHandle _handle) override
  934. {
  935. m_program[_handle.idx].destroy();
  936. }
  937. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  938. {
  939. m_textures[_handle.idx].create(_mem, _flags, _skip);
  940. return NULL;
  941. }
  942. void updateTextureBegin(TextureHandle _handle, uint8_t _side, uint8_t _mip) override
  943. {
  944. m_updateTexture = &m_textures[_handle.idx];
  945. m_updateTexture->updateBegin(_side, _mip);
  946. }
  947. void updateTexture(TextureHandle /*_handle*/, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  948. {
  949. m_updateTexture->update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  950. }
  951. void updateTextureEnd() override
  952. {
  953. m_updateTexture->updateEnd();
  954. m_updateTexture = NULL;
  955. }
  956. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  957. {
  958. TextureD3D9& texture = m_textures[_handle.idx];
  959. D3DLOCKED_RECT lockedRect;
  960. DX_CHECK(texture.m_texture2d->LockRect(_mip
  961. , &lockedRect
  962. , NULL
  963. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  964. ) );
  965. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  966. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  967. uint32_t srcPitch = lockedRect.Pitch;
  968. uint8_t* src = (uint8_t*)lockedRect.pBits;
  969. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  970. uint8_t* dst = (uint8_t*)_data;
  971. uint32_t dstPitch = srcWidth*bpp/8;
  972. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  973. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  974. {
  975. bx::memCopy(dst, src, pitch);
  976. src += srcPitch;
  977. dst += dstPitch;
  978. }
  979. DX_CHECK(texture.m_texture2d->UnlockRect(_mip) );
  980. }
  981. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  982. {
  983. TextureD3D9& texture = m_textures[_handle.idx];
  984. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  985. const Memory* mem = alloc(size);
  986. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  987. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  988. bx::write(&writer, magic, bx::ErrorAssert{});
  989. TextureCreate tc;
  990. tc.m_width = _width;
  991. tc.m_height = _height;
  992. tc.m_depth = 0;
  993. tc.m_numLayers = _numLayers;
  994. tc.m_numMips = _numMips;
  995. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  996. tc.m_cubeMap = false;
  997. tc.m_mem = NULL;
  998. bx::write(&writer, tc, bx::ErrorAssert{});
  999. texture.destroy(true);
  1000. texture.create(mem, texture.m_flags, 0);
  1001. release(mem);
  1002. }
  1003. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1004. {
  1005. // Resource ref. counts might be messed up outside of bgfx.
  1006. // Disabling ref. count check once texture is overridden.
  1007. setGraphicsDebuggerPresent(true);
  1008. m_textures[_handle.idx].overrideInternal(_ptr);
  1009. }
  1010. uintptr_t getInternal(TextureHandle _handle) override
  1011. {
  1012. // Resource ref. counts might be messed up outside of bgfx.
  1013. // Disabling ref. count check once texture is overridden.
  1014. setGraphicsDebuggerPresent(true);
  1015. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1016. }
  1017. void destroyTexture(TextureHandle _handle) override
  1018. {
  1019. m_textures[_handle.idx].destroy();
  1020. }
  1021. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1022. {
  1023. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1024. }
  1025. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1026. {
  1027. uint16_t denseIdx = m_numWindows++;
  1028. m_windows[denseIdx] = _handle;
  1029. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1030. }
  1031. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1032. {
  1033. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1034. if (UINT16_MAX != denseIdx)
  1035. {
  1036. --m_numWindows;
  1037. if (m_numWindows > 1)
  1038. {
  1039. FrameBufferHandle handle = m_windows[m_numWindows];
  1040. m_windows[m_numWindows] = {kInvalidHandle};
  1041. if (m_numWindows != denseIdx)
  1042. {
  1043. m_windows[denseIdx] = handle;
  1044. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1045. }
  1046. }
  1047. }
  1048. }
  1049. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1050. {
  1051. if (NULL != m_uniforms[_handle.idx])
  1052. {
  1053. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1054. }
  1055. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1056. void* data = BX_ALLOC(g_allocator, size);
  1057. bx::memSet(data, 0, size);
  1058. m_uniforms[_handle.idx] = data;
  1059. m_uniformReg.add(_handle, _name);
  1060. }
  1061. void destroyUniform(UniformHandle _handle) override
  1062. {
  1063. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1064. m_uniforms[_handle.idx] = NULL;
  1065. m_uniformReg.remove(_handle);
  1066. }
  1067. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1068. {
  1069. #if BX_PLATFORM_WINDOWS
  1070. IDirect3DSwapChain9* swapChain = isValid(_handle)
  1071. ? m_frameBuffers[_handle.idx].m_swapChain
  1072. : m_swapChain
  1073. ;
  1074. if (NULL == swapChain)
  1075. {
  1076. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1077. return;
  1078. }
  1079. D3DPRESENT_PARAMETERS params;
  1080. DX_CHECK(swapChain->GetPresentParameters(&params));
  1081. IDirect3DSurface9* surface;
  1082. D3DDEVICE_CREATION_PARAMETERS dcp;
  1083. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1084. D3DDISPLAYMODE dm;
  1085. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1086. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  1087. , dm.Height
  1088. , D3DFMT_A8R8G8B8
  1089. , D3DPOOL_SCRATCH
  1090. , &surface
  1091. , NULL
  1092. ) );
  1093. HWND nwh = params.hDeviceWindow;
  1094. SetWindowPos(nwh, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1095. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  1096. SetWindowPos(nwh, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE|SWP_NOSIZE);
  1097. D3DLOCKED_RECT rect;
  1098. DX_CHECK(surface->LockRect(&rect
  1099. , NULL
  1100. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1101. ) );
  1102. RECT rc;
  1103. GetClientRect(nwh, &rc);
  1104. POINT point;
  1105. point.x = rc.left;
  1106. point.y = rc.top;
  1107. ClientToScreen(nwh, &point);
  1108. uint8_t* data = (uint8_t*)rect.pBits;
  1109. uint32_t bytesPerPixel = rect.Pitch/dm.Width;
  1110. g_callback->screenShot(_filePath
  1111. , params.BackBufferWidth
  1112. , params.BackBufferHeight
  1113. , rect.Pitch
  1114. , &data[point.y*rect.Pitch+point.x*bytesPerPixel]
  1115. , params.BackBufferHeight*rect.Pitch
  1116. , false
  1117. );
  1118. DX_CHECK(surface->UnlockRect() );
  1119. DX_RELEASE(surface, 0);
  1120. #else
  1121. BX_TRACE("Screenshot not supported!");
  1122. BX_UNUSED(_handle, _filePath);
  1123. #endif // BX_PLATFORM_WINDOWS
  1124. }
  1125. void updateViewName(ViewId _id, const char* _name) override
  1126. {
  1127. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1128. {
  1129. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1130. , _name
  1131. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1132. );
  1133. }
  1134. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1135. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1136. , _name
  1137. );
  1138. }
  1139. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1140. {
  1141. bx::memCopy(m_uniforms[_loc], _data, _size);
  1142. }
  1143. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1144. {
  1145. m_occlusionQuery.invalidate(_handle);
  1146. }
  1147. void setMarker(const char* _marker, uint16_t _len) override
  1148. {
  1149. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1150. {
  1151. uint32_t size = _len*sizeof(wchar_t);
  1152. wchar_t* name = (wchar_t*)alloca(size+2);
  1153. mbstowcs(name, _marker, size);
  1154. name[_len] = L'\0';
  1155. PIX_SETMARKER(kColorMarker, name);
  1156. }
  1157. }
  1158. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1159. {
  1160. BX_UNUSED(_handle, _name, _len)
  1161. }
  1162. void submitBlit(BlitState& _bs, uint16_t _view);
  1163. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1164. void blitSetup(TextVideoMemBlitter& _blitter) override
  1165. {
  1166. uint32_t width = m_params.BackBufferWidth;
  1167. uint32_t height = m_params.BackBufferHeight;
  1168. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1169. setFrameBuffer(fbh, false, false);
  1170. D3DVIEWPORT9 vp;
  1171. vp.X = 0;
  1172. vp.Y = 0;
  1173. vp.Width = width;
  1174. vp.Height = height;
  1175. vp.MinZ = 0.0f;
  1176. vp.MaxZ = 1.0f;
  1177. IDirect3DDevice9* device = m_device;
  1178. DX_CHECK(device->SetViewport(&vp) );
  1179. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1180. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1181. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1182. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1183. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1184. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1185. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1186. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1187. ProgramD3D9& program = m_program[_blitter.m_program.idx];
  1188. DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
  1189. DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
  1190. VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1191. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1192. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, layout.m_stride) );
  1193. setInputLayout(layout, 0);
  1194. IndexBufferD3D9& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1195. DX_CHECK(device->SetIndices(ib.m_ptr) );
  1196. float proj[16];
  1197. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1198. PredefinedUniform& predefined = program.m_predefined[0];
  1199. uint8_t flags = predefined.m_type;
  1200. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1201. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1202. }
  1203. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1204. {
  1205. const uint32_t numVertices = _numIndices*4/6;
  1206. if (0 < numVertices)
  1207. {
  1208. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices * 2, _blitter.m_ib->data, true);
  1209. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1210. DX_CHECK(m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1211. , 0
  1212. , 0
  1213. , numVertices
  1214. , 0
  1215. , _numIndices / 3
  1216. ) );
  1217. }
  1218. }
  1219. void updateMsaa()
  1220. {
  1221. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_checkMsaa); ++ii)
  1222. {
  1223. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  1224. DWORD quality;
  1225. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  1226. , m_deviceType
  1227. , m_params.BackBufferFormat
  1228. , m_params.Windowed
  1229. , msaa
  1230. , &quality
  1231. );
  1232. if (SUCCEEDED(hr) )
  1233. {
  1234. s_msaa[ii].m_type = msaa;
  1235. s_msaa[ii].m_quality = bx::uint32_imax(0, quality-1);
  1236. last = ii;
  1237. }
  1238. else
  1239. {
  1240. s_msaa[ii] = s_msaa[last];
  1241. }
  1242. }
  1243. }
  1244. void updateResolution(const Resolution& _resolution)
  1245. {
  1246. m_maxAnisotropy = !!(_resolution.reset & BGFX_RESET_MAXANISOTROPY)
  1247. ? m_caps.MaxAnisotropy
  1248. : 1
  1249. ;
  1250. const uint32_t maskFlags = ~(0
  1251. | BGFX_RESET_MAXANISOTROPY
  1252. | BGFX_RESET_DEPTH_CLAMP
  1253. | BGFX_RESET_SUSPEND
  1254. );
  1255. if (m_resolution.width != _resolution.width
  1256. || m_resolution.height != _resolution.height
  1257. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1258. {
  1259. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1260. m_resolution = _resolution;
  1261. m_resolution.reset = flags;
  1262. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1263. m_textVideoMem.clear();
  1264. D3DDEVICE_CREATION_PARAMETERS dcp;
  1265. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  1266. D3DDISPLAYMODE dm;
  1267. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  1268. m_params.BackBufferFormat = dm.Format;
  1269. m_params.BackBufferWidth = _resolution.width;
  1270. m_params.BackBufferHeight = _resolution.height;
  1271. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_resolution.reset&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  1272. m_params.PresentationInterval = !!(m_resolution.reset&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  1273. updateMsaa();
  1274. Msaa& msaa = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1275. m_params.MultiSampleType = msaa.m_type;
  1276. m_params.MultiSampleQuality = msaa.m_quality;
  1277. preReset();
  1278. DX_CHECK(m_device->Reset(&m_params) );
  1279. postReset();
  1280. }
  1281. }
  1282. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  1283. {
  1284. if (isValid(m_fbh)
  1285. && m_fbh.idx != _fbh.idx)
  1286. {
  1287. FrameBufferD3D9& frameBuffer = m_frameBuffers[m_fbh.idx];
  1288. frameBuffer.resolve();
  1289. }
  1290. if (!isValid(_fbh) )
  1291. {
  1292. m_needPresent |= _needPresent;
  1293. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1294. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1295. {
  1296. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1297. }
  1298. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1299. DX_CHECK(m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, 0 != (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ) );
  1300. }
  1301. else
  1302. {
  1303. m_frameBuffers[_fbh.idx].set();
  1304. }
  1305. m_fbh = _fbh;
  1306. m_rtMsaa = _msaa;
  1307. }
  1308. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1309. {
  1310. if (_flags&kUniformFragmentBit)
  1311. {
  1312. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1313. }
  1314. else
  1315. {
  1316. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, (const float*)_val, _numRegs) );
  1317. }
  1318. }
  1319. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1320. {
  1321. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1322. }
  1323. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  1324. {
  1325. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  1326. }
  1327. void reset()
  1328. {
  1329. preReset();
  1330. HRESULT hr;
  1331. do
  1332. {
  1333. hr = m_device->Reset(&m_params);
  1334. } while (FAILED(hr) );
  1335. postReset();
  1336. }
  1337. void flush()
  1338. {
  1339. m_flushQuery->Issue(D3DISSUE_END);
  1340. m_flushQuery->GetData(NULL, 0, D3DGETDATA_FLUSH);
  1341. }
  1342. bool isDeviceRemoved() override
  1343. {
  1344. return false;
  1345. }
  1346. void flip() override
  1347. {
  1348. if (NULL != m_swapChain)
  1349. {
  1350. if (NULL != m_deviceEx)
  1351. {
  1352. DX_CHECK(m_deviceEx->WaitForVBlank(0) );
  1353. }
  1354. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1355. {
  1356. HRESULT hr = S_OK;
  1357. if (0 == ii)
  1358. {
  1359. if (m_needPresent)
  1360. {
  1361. hr = m_swapChain->Present(NULL, NULL, (HWND)g_platformData.nwh, NULL, 0);
  1362. m_needPresent = false;
  1363. }
  1364. else
  1365. {
  1366. flush();
  1367. }
  1368. }
  1369. else
  1370. {
  1371. hr = m_frameBuffers[m_windows[ii].idx].present();
  1372. }
  1373. if (isLost(hr) )
  1374. {
  1375. do
  1376. {
  1377. do
  1378. {
  1379. hr = m_device->TestCooperativeLevel();
  1380. }
  1381. while (D3DERR_DEVICENOTRESET != hr);
  1382. reset();
  1383. hr = m_device->TestCooperativeLevel();
  1384. }
  1385. while (FAILED(hr) );
  1386. break;
  1387. }
  1388. else if (FAILED(hr) )
  1389. {
  1390. BX_TRACE("Present failed with err 0x%08x.", hr);
  1391. }
  1392. }
  1393. }
  1394. }
  1395. void preReset()
  1396. {
  1397. m_needPresent = false;
  1398. invalidateSamplerState();
  1399. m_inputLayoutCache.invalidate();
  1400. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1401. {
  1402. DX_CHECK(m_device->SetTexture(stage, NULL) );
  1403. }
  1404. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  1405. for (uint32_t ii = 1, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  1406. {
  1407. DX_CHECK(m_device->SetRenderTarget(ii, NULL) );
  1408. }
  1409. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  1410. DX_CHECK(m_device->SetVertexShader(NULL) );
  1411. DX_CHECK(m_device->SetPixelShader(NULL) );
  1412. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  1413. DX_CHECK(m_device->SetIndices(NULL) );
  1414. DX_RELEASE(m_backBufferColor, 0);
  1415. DX_RELEASE(m_backBufferDepthStencil, 0);
  1416. DX_RELEASE(m_swapChain, 0);
  1417. capturePreReset();
  1418. DX_RELEASE(m_flushQuery, 0);
  1419. if (m_timerQuerySupport)
  1420. {
  1421. m_gpuTimer.preReset();
  1422. }
  1423. if (m_occlusionQuerySupport)
  1424. {
  1425. m_occlusionQuery.preReset();
  1426. }
  1427. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1428. {
  1429. m_indexBuffers[ii].preReset();
  1430. }
  1431. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1432. {
  1433. m_vertexBuffers[ii].preReset();
  1434. }
  1435. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1436. {
  1437. m_frameBuffers[ii].preReset();
  1438. }
  1439. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1440. {
  1441. m_textures[ii].preReset();
  1442. }
  1443. }
  1444. void postReset()
  1445. {
  1446. DX_CHECK(m_device->GetSwapChain(0, &m_swapChain) );
  1447. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  1448. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  1449. DX_CHECK(m_device->CreateQuery(D3DQUERYTYPE_EVENT, &m_flushQuery) );
  1450. if (m_timerQuerySupport)
  1451. {
  1452. m_gpuTimer.postReset();
  1453. }
  1454. if (m_occlusionQuerySupport)
  1455. {
  1456. m_occlusionQuery.postReset();
  1457. }
  1458. capturePostReset();
  1459. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1460. {
  1461. m_indexBuffers[ii].postReset();
  1462. }
  1463. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1464. {
  1465. m_vertexBuffers[ii].postReset();
  1466. }
  1467. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1468. {
  1469. m_textures[ii].postReset();
  1470. }
  1471. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1472. {
  1473. m_frameBuffers[ii].postReset();
  1474. }
  1475. }
  1476. void invalidateSamplerState()
  1477. {
  1478. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  1479. {
  1480. m_samplerFlags[stage] = UINT32_MAX;
  1481. }
  1482. }
  1483. static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type, DWORD _value)
  1484. {
  1485. DX_CHECK(_device->SetSamplerState(_stage, _type, _value) );
  1486. if (4 > _stage)
  1487. {
  1488. DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
  1489. }
  1490. }
  1491. void setSamplerState(uint8_t _stage, uint64_t _flags, const float _rgba[4])
  1492. {
  1493. const uint64_t flags = _flags&( (~BGFX_SAMPLER_RESERVED_MASK) | BGFX_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
  1494. BX_ASSERT(_stage < BX_COUNTOF(m_samplerFlags), "");
  1495. if (m_samplerFlags[_stage] != flags)
  1496. {
  1497. m_samplerFlags[_stage] = flags;
  1498. IDirect3DDevice9* device = m_device;
  1499. D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  1500. D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  1501. D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  1502. D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  1503. D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  1504. D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  1505. setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
  1506. setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
  1507. setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
  1508. setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
  1509. setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
  1510. setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
  1511. setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
  1512. setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
  1513. if (NULL != _rgba)
  1514. {
  1515. if (needBorderColor(_flags) )
  1516. {
  1517. DWORD bc = D3DCOLOR_COLORVALUE(_rgba[0], _rgba[1], _rgba[2], _rgba[3]);
  1518. setSamplerState(device
  1519. , _stage
  1520. , D3DSAMP_BORDERCOLOR
  1521. , bc
  1522. );
  1523. }
  1524. }
  1525. }
  1526. }
  1527. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  1528. {
  1529. m_occlusionQuery.resolve(_render);
  1530. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  1531. }
  1532. void capturePreReset()
  1533. {
  1534. if (NULL != m_captureSurface)
  1535. {
  1536. g_callback->captureEnd();
  1537. }
  1538. DX_RELEASE(m_captureSurface, 1);
  1539. DX_RELEASE(m_captureTexture, 0);
  1540. DX_RELEASE(m_captureResolve, 0);
  1541. }
  1542. void capturePostReset()
  1543. {
  1544. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  1545. {
  1546. uint32_t width = m_params.BackBufferWidth;
  1547. uint32_t height = m_params.BackBufferHeight;
  1548. D3DFORMAT fmt = m_params.BackBufferFormat;
  1549. DX_CHECK(m_device->CreateTexture(width
  1550. , height
  1551. , 1
  1552. , 0
  1553. , fmt
  1554. , D3DPOOL_SYSTEMMEM
  1555. , &m_captureTexture
  1556. , NULL
  1557. ) );
  1558. DX_CHECK(m_captureTexture->GetSurfaceLevel(0
  1559. , &m_captureSurface
  1560. ) );
  1561. if (m_params.MultiSampleType != D3DMULTISAMPLE_NONE)
  1562. {
  1563. DX_CHECK(m_device->CreateRenderTarget(width
  1564. , height
  1565. , fmt
  1566. , D3DMULTISAMPLE_NONE
  1567. , 0
  1568. , false
  1569. , &m_captureResolve
  1570. , NULL
  1571. ) );
  1572. }
  1573. g_callback->captureBegin(width, height, width*4, TextureFormat::BGRA8, false);
  1574. }
  1575. }
  1576. void capture()
  1577. {
  1578. if (NULL != m_captureSurface)
  1579. {
  1580. IDirect3DSurface9* resolve = m_backBufferColor;
  1581. if (NULL != m_captureResolve)
  1582. {
  1583. resolve = m_captureResolve;
  1584. DX_CHECK(m_device->StretchRect(m_backBufferColor
  1585. , 0
  1586. , m_captureResolve
  1587. , NULL
  1588. , D3DTEXF_NONE
  1589. ) );
  1590. }
  1591. HRESULT hr = m_device->GetRenderTargetData(resolve, m_captureSurface);
  1592. if (SUCCEEDED(hr) )
  1593. {
  1594. D3DLOCKED_RECT rect;
  1595. DX_CHECK(m_captureSurface->LockRect(&rect
  1596. , NULL
  1597. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  1598. ) );
  1599. g_callback->captureFrame(rect.pBits, m_params.BackBufferHeight*rect.Pitch);
  1600. DX_CHECK(m_captureSurface->UnlockRect() );
  1601. }
  1602. }
  1603. }
  1604. void commit(UniformBuffer& _uniformBuffer)
  1605. {
  1606. _uniformBuffer.reset();
  1607. IDirect3DDevice9* device = m_device;
  1608. for (;;)
  1609. {
  1610. uint32_t opcode = _uniformBuffer.read();
  1611. if (UniformType::End == opcode)
  1612. {
  1613. break;
  1614. }
  1615. UniformType::Enum type;
  1616. uint16_t loc;
  1617. uint16_t num;
  1618. uint16_t copy;
  1619. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  1620. const char* data;
  1621. if (copy)
  1622. {
  1623. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  1624. }
  1625. else
  1626. {
  1627. UniformHandle handle;
  1628. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1629. data = (const char*)m_uniforms[handle.idx];
  1630. }
  1631. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  1632. case UniformType::_uniform: \
  1633. { \
  1634. _type* value = (_type*)data; \
  1635. DX_CHECK(device->SetVertexShaderConstant##_dxsuffix(loc, value, num) ); \
  1636. } \
  1637. break; \
  1638. \
  1639. case UniformType::_uniform|kUniformFragmentBit: \
  1640. { \
  1641. _type* value = (_type*)data; \
  1642. DX_CHECK(device->SetPixelShaderConstant##_dxsuffix(loc, value, num) ); \
  1643. } \
  1644. break
  1645. switch ( (int32_t)type)
  1646. {
  1647. case UniformType::Mat3:
  1648. {
  1649. float* value = (float*)data;
  1650. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1651. {
  1652. Matrix4 mtx;
  1653. mtx.un.val[ 0] = value[0];
  1654. mtx.un.val[ 1] = value[1];
  1655. mtx.un.val[ 2] = value[2];
  1656. mtx.un.val[ 3] = 0.0f;
  1657. mtx.un.val[ 4] = value[3];
  1658. mtx.un.val[ 5] = value[4];
  1659. mtx.un.val[ 6] = value[5];
  1660. mtx.un.val[ 7] = 0.0f;
  1661. mtx.un.val[ 8] = value[6];
  1662. mtx.un.val[ 9] = value[7];
  1663. mtx.un.val[10] = value[8];
  1664. mtx.un.val[11] = 0.0f;
  1665. DX_CHECK(device->SetVertexShaderConstantF(loc, &mtx.un.val[0], 3) );
  1666. }
  1667. }
  1668. break;
  1669. case UniformType::Mat3|kUniformFragmentBit:
  1670. {
  1671. float* value = (float*)data;
  1672. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3, value += 9)
  1673. {
  1674. Matrix4 mtx;
  1675. mtx.un.val[ 0] = value[0];
  1676. mtx.un.val[ 1] = value[1];
  1677. mtx.un.val[ 2] = value[2];
  1678. mtx.un.val[ 3] = 0.0f;
  1679. mtx.un.val[ 4] = value[3];
  1680. mtx.un.val[ 5] = value[4];
  1681. mtx.un.val[ 6] = value[5];
  1682. mtx.un.val[ 7] = 0.0f;
  1683. mtx.un.val[ 8] = value[6];
  1684. mtx.un.val[ 9] = value[7];
  1685. mtx.un.val[10] = value[8];
  1686. mtx.un.val[11] = 0.0f;
  1687. DX_CHECK(device->SetPixelShaderConstantF(loc, &mtx.un.val[0], 3) );
  1688. }
  1689. }
  1690. break;
  1691. CASE_IMPLEMENT_UNIFORM(Sampler, I, int);
  1692. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  1693. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  1694. case UniformType::End:
  1695. break;
  1696. default:
  1697. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  1698. break;
  1699. }
  1700. #undef CASE_IMPLEMENT_UNIFORM
  1701. }
  1702. }
  1703. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  1704. {
  1705. IDirect3DDevice9* device = m_device;
  1706. uint32_t numMrt = 1;
  1707. FrameBufferHandle fbh = m_fbh;
  1708. if (isValid(fbh) )
  1709. {
  1710. const FrameBufferD3D9& fb = m_frameBuffers[fbh.idx];
  1711. numMrt = bx::uint32_max(1, fb.m_num);
  1712. }
  1713. if (1 == numMrt)
  1714. {
  1715. D3DCOLOR color = 0;
  1716. DWORD flags = 0;
  1717. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1718. {
  1719. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1720. {
  1721. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[0]);
  1722. const float* rgba = _palette[index];
  1723. const float rr = rgba[0];
  1724. const float gg = rgba[1];
  1725. const float bb = rgba[2];
  1726. const float aa = rgba[3];
  1727. color = D3DCOLOR_COLORVALUE(rr, gg, bb, aa);
  1728. }
  1729. else
  1730. {
  1731. color = D3DCOLOR_RGBA(_clear.m_index[0], _clear.m_index[1], _clear.m_index[2], _clear.m_index[3]);
  1732. }
  1733. flags |= D3DCLEAR_TARGET;
  1734. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1735. , D3DCOLORWRITEENABLE_RED
  1736. | D3DCOLORWRITEENABLE_GREEN
  1737. | D3DCOLORWRITEENABLE_BLUE
  1738. | D3DCOLORWRITEENABLE_ALPHA
  1739. ) );
  1740. }
  1741. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1742. {
  1743. flags |= D3DCLEAR_ZBUFFER;
  1744. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1745. }
  1746. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1747. {
  1748. flags |= D3DCLEAR_STENCIL;
  1749. }
  1750. if (0 != flags)
  1751. {
  1752. RECT rc;
  1753. rc.left = _rect.m_x;
  1754. rc.top = _rect.m_y;
  1755. rc.right = _rect.m_x + _rect.m_width;
  1756. rc.bottom = _rect.m_y + _rect.m_height;
  1757. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1758. DX_CHECK(device->SetScissorRect(&rc) );
  1759. DX_CHECK(device->Clear(0, NULL, flags, color, _clear.m_depth, _clear.m_stencil) );
  1760. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1761. }
  1762. }
  1763. else
  1764. {
  1765. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1766. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1767. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1768. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1769. {
  1770. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
  1771. , D3DCOLORWRITEENABLE_RED
  1772. | D3DCOLORWRITEENABLE_GREEN
  1773. | D3DCOLORWRITEENABLE_BLUE
  1774. | D3DCOLORWRITEENABLE_ALPHA
  1775. ) );
  1776. }
  1777. else
  1778. {
  1779. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, 0) );
  1780. }
  1781. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  1782. {
  1783. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1784. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1785. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1786. }
  1787. else
  1788. {
  1789. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE) );
  1790. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1791. }
  1792. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  1793. {
  1794. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
  1795. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
  1796. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, _clear.m_stencil) );
  1797. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, 0xff) );
  1798. DX_CHECK(device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS) );
  1799. DX_CHECK(device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE) );
  1800. DX_CHECK(device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE) );
  1801. DX_CHECK(device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE) );
  1802. }
  1803. else
  1804. {
  1805. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  1806. }
  1807. VertexBufferD3D9& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  1808. VertexLayout& layout = _clearQuad.m_layout;
  1809. uint32_t stride = _clearQuad.m_layout.m_stride;
  1810. ProgramD3D9& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  1811. device->SetVertexShader(program.m_vsh->m_vertexShader);
  1812. device->SetPixelShader(program.m_fsh->m_pixelShader);
  1813. float mrtClearDepth[4] = { _clear.m_depth };
  1814. DX_CHECK(device->SetVertexShaderConstantF(0, mrtClearDepth, 1));
  1815. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  1816. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1817. {
  1818. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1819. {
  1820. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE - 1, _clear.m_index[ii]);
  1821. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  1822. }
  1823. }
  1824. else
  1825. {
  1826. float rgba[4] =
  1827. {
  1828. _clear.m_index[0] * 1.0f / 255.0f,
  1829. _clear.m_index[1] * 1.0f / 255.0f,
  1830. _clear.m_index[2] * 1.0f / 255.0f,
  1831. _clear.m_index[3] * 1.0f / 255.0f,
  1832. };
  1833. for (uint32_t ii = 0; ii < numMrt; ++ii)
  1834. {
  1835. bx::memCopy(mrtClearColor[ii], rgba, 16);
  1836. }
  1837. }
  1838. DX_CHECK(device->SetPixelShaderConstantF(0, mrtClearColor[0], numMrt));
  1839. DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, stride) );
  1840. DX_CHECK(device->SetStreamSourceFreq(0, 1) );
  1841. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  1842. setInputLayout(layout, 0);
  1843. DX_CHECK(device->SetIndices(NULL) );
  1844. DX_CHECK(device->DrawPrimitive(D3DPT_TRIANGLESTRIP
  1845. , 0
  1846. , 2
  1847. ) );
  1848. }
  1849. }
  1850. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, uint16_t _numInstanceData)
  1851. {
  1852. bx::HashMurmur2A murmur;
  1853. murmur.begin();
  1854. murmur.add(_numInstanceData);
  1855. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1856. {
  1857. murmur.add(_layouts[stream]->m_hash);
  1858. }
  1859. uint64_t layoutHash = murmur.end();
  1860. IDirect3DVertexDeclaration9* layout = m_inputLayoutCache.find(layoutHash);
  1861. if (NULL == layout)
  1862. {
  1863. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1864. D3DVERTEXELEMENT9* elem = vertexElements;
  1865. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  1866. {
  1867. elem = fillVertexLayout(stream, elem, *_layouts[stream]);
  1868. }
  1869. const D3DVERTEXELEMENT9 inst = { _numStreams, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 };
  1870. for (uint8_t ii = 0; ii < _numInstanceData; ++ii)
  1871. {
  1872. bx::memCopy(elem, &inst, sizeof(D3DVERTEXELEMENT9) );
  1873. elem->UsageIndex = uint8_t(7-ii); // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  1874. elem->Offset = ii*16;
  1875. ++elem;
  1876. }
  1877. bx::memCopy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  1878. DX_CHECK(m_device->CreateVertexDeclaration(vertexElements, &layout) );
  1879. m_inputLayoutCache.add(layoutHash, layout);
  1880. }
  1881. DX_CHECK(m_device->SetVertexDeclaration(layout) );
  1882. }
  1883. void setInputLayout(const VertexLayout& _layout, uint16_t _numInstanceData)
  1884. {
  1885. const VertexLayout* layouts[1] = { &_layout };
  1886. setInputLayout(BX_COUNTOF(layouts), layouts, _numInstanceData);
  1887. }
  1888. D3DCAPS9 m_caps;
  1889. IDirect3D9Ex* m_d3d9ex;
  1890. IDirect3DDevice9Ex* m_deviceEx;
  1891. IDirect3D9* m_d3d9;
  1892. IDirect3DDevice9* m_device;
  1893. IDirect3DQuery9* m_flushQuery;
  1894. TimerQueryD3D9 m_gpuTimer;
  1895. OcclusionQueryD3D9 m_occlusionQuery;
  1896. D3DPOOL m_pool;
  1897. IDirect3DSwapChain9* m_swapChain;
  1898. bool m_needPresent;
  1899. uint16_t m_numWindows;
  1900. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1901. IDirect3DSurface9* m_backBufferColor;
  1902. IDirect3DSurface9* m_backBufferDepthStencil;
  1903. IDirect3DTexture9* m_captureTexture;
  1904. IDirect3DSurface9* m_captureSurface;
  1905. IDirect3DSurface9* m_captureResolve;
  1906. IDirect3DVertexDeclaration9* m_instanceDataDecls[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  1907. void* m_d3d9Dll;
  1908. NvApi m_nvapi;
  1909. uint32_t m_adapter;
  1910. D3DDEVTYPE m_deviceType;
  1911. D3DPRESENT_PARAMETERS m_params;
  1912. uint32_t m_maxAnisotropy;
  1913. D3DADAPTER_IDENTIFIER9 m_identifier;
  1914. Resolution m_resolution;
  1915. bool m_initialized;
  1916. bool m_amd;
  1917. bool m_nvidia;
  1918. bool m_atocSupport;
  1919. bool m_instancingSupport;
  1920. bool m_occlusionQuerySupport;
  1921. bool m_timerQuerySupport;
  1922. D3DFORMAT m_fmtDepth;
  1923. IndexBufferD3D9 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1924. VertexBufferD3D9 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1925. ShaderD3D9 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1926. ProgramD3D9 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1927. TextureD3D9 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1928. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  1929. FrameBufferD3D9 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1930. UniformRegistry m_uniformReg;
  1931. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1932. uint64_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  1933. TextureD3D9* m_updateTexture;
  1934. uint8_t* m_updateTextureBits;
  1935. uint32_t m_updateTexturePitch;
  1936. uint8_t m_updateTextureSide;
  1937. uint8_t m_updateTextureMip;
  1938. StateCacheT<IDirect3DVertexDeclaration9> m_inputLayoutCache;
  1939. TextVideoMem m_textVideoMem;
  1940. FrameBufferHandle m_fbh;
  1941. bool m_rtMsaa;
  1942. };
  1943. static RendererContextD3D9* s_renderD3D9;
  1944. RendererContextI* rendererCreate(const Init& _init)
  1945. {
  1946. s_renderD3D9 = BX_NEW(g_allocator, RendererContextD3D9);
  1947. if (!s_renderD3D9->init(_init) )
  1948. {
  1949. BX_DELETE(g_allocator, s_renderD3D9);
  1950. s_renderD3D9 = NULL;
  1951. }
  1952. return s_renderD3D9;
  1953. }
  1954. void rendererDestroy()
  1955. {
  1956. s_renderD3D9->shutdown();
  1957. BX_DELETE(g_allocator, s_renderD3D9);
  1958. s_renderD3D9 = NULL;
  1959. }
  1960. void IndexBufferD3D9::create(uint32_t _size, void* _data, uint16_t _flags)
  1961. {
  1962. m_size = _size;
  1963. m_flags = _flags;
  1964. uint32_t usage = D3DUSAGE_WRITEONLY;
  1965. D3DPOOL pool = s_renderD3D9->m_pool;
  1966. if (NULL == _data)
  1967. {
  1968. usage |= D3DUSAGE_DYNAMIC;
  1969. pool = D3DPOOL_DEFAULT;
  1970. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  1971. }
  1972. const D3DFORMAT format = 0 == (_flags & BGFX_BUFFER_INDEX32)
  1973. ? D3DFMT_INDEX16
  1974. : D3DFMT_INDEX32
  1975. ;
  1976. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  1977. , usage
  1978. , format
  1979. , pool
  1980. , &m_ptr
  1981. , NULL
  1982. ) );
  1983. if (NULL != _data)
  1984. {
  1985. update(0, _size, _data);
  1986. }
  1987. }
  1988. void IndexBufferD3D9::preReset()
  1989. {
  1990. if (NULL != m_dynamic)
  1991. {
  1992. DX_RELEASE(m_ptr, 0);
  1993. }
  1994. }
  1995. void IndexBufferD3D9::postReset()
  1996. {
  1997. if (NULL != m_dynamic)
  1998. {
  1999. const D3DFORMAT format = 0 == (m_flags & BGFX_BUFFER_INDEX32)
  2000. ? D3DFMT_INDEX16
  2001. : D3DFMT_INDEX32
  2002. ;
  2003. DX_CHECK(s_renderD3D9->m_device->CreateIndexBuffer(m_size
  2004. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  2005. , format
  2006. , D3DPOOL_DEFAULT
  2007. , &m_ptr
  2008. , NULL
  2009. ) );
  2010. update(0, m_size, m_dynamic);
  2011. }
  2012. }
  2013. void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle)
  2014. {
  2015. m_size = _size;
  2016. m_layoutHandle = _layoutHandle;
  2017. uint32_t usage = D3DUSAGE_WRITEONLY;
  2018. D3DPOOL pool = s_renderD3D9->m_pool;
  2019. if (NULL == _data)
  2020. {
  2021. usage |= D3DUSAGE_DYNAMIC;
  2022. pool = D3DPOOL_DEFAULT;
  2023. m_dynamic = (uint8_t*)BX_ALLOC(g_allocator, _size);
  2024. }
  2025. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2026. , usage
  2027. , 0
  2028. , pool
  2029. , &m_ptr
  2030. , NULL
  2031. ) );
  2032. if (NULL != _data)
  2033. {
  2034. update(0, _size, _data);
  2035. }
  2036. }
  2037. void VertexBufferD3D9::preReset()
  2038. {
  2039. if (NULL != m_dynamic)
  2040. {
  2041. DX_RELEASE(m_ptr, 0);
  2042. }
  2043. }
  2044. void VertexBufferD3D9::postReset()
  2045. {
  2046. if (NULL != m_dynamic)
  2047. {
  2048. DX_CHECK(s_renderD3D9->m_device->CreateVertexBuffer(m_size
  2049. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  2050. , 0
  2051. , D3DPOOL_DEFAULT
  2052. , &m_ptr
  2053. , NULL
  2054. ) );
  2055. update(0, m_size, m_dynamic);
  2056. }
  2057. }
  2058. void ShaderD3D9::create(const Memory* _mem)
  2059. {
  2060. bx::MemoryReader reader(_mem->data, _mem->size);
  2061. bx::ErrorAssert err;
  2062. uint32_t magic;
  2063. bx::read(&reader, magic, &err);
  2064. const bool fragment = isShaderType(magic, 'F');
  2065. uint32_t hashIn;
  2066. bx::read(&reader, hashIn, &err);
  2067. uint32_t hashOut;
  2068. if (isShaderVerLess(magic, 6) )
  2069. {
  2070. hashOut = hashIn;
  2071. }
  2072. else
  2073. {
  2074. bx::read(&reader, hashOut, &err);
  2075. }
  2076. uint16_t count;
  2077. bx::read(&reader, count, &err);
  2078. m_numPredefined = 0;
  2079. BX_TRACE("Shader consts %d", count);
  2080. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  2081. if (0 < count)
  2082. {
  2083. for (uint32_t ii = 0; ii < count; ++ii)
  2084. {
  2085. uint8_t nameSize = 0;
  2086. bx::read(&reader, nameSize, &err);
  2087. char name[256] = {};
  2088. bx::read(&reader, &name, nameSize, &err);
  2089. name[nameSize] = '\0';
  2090. uint8_t type = 0;
  2091. bx::read(&reader, type, &err);
  2092. uint8_t num = 0;
  2093. bx::read(&reader, num, &err);
  2094. uint16_t regIndex = 0;
  2095. bx::read(&reader, regIndex, &err);
  2096. uint16_t regCount = 0;
  2097. bx::read(&reader, regCount, &err);
  2098. if (!isShaderVerLess(magic, 8) )
  2099. {
  2100. uint16_t texInfo = 0;
  2101. bx::read(&reader, texInfo, &err);
  2102. }
  2103. if (!isShaderVerLess(magic, 10) )
  2104. {
  2105. uint16_t texFormat = 0;
  2106. bx::read(&reader, texFormat, &err);
  2107. }
  2108. const char* kind = "invalid";
  2109. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2110. if (PredefinedUniform::Count != predefined)
  2111. {
  2112. kind = "predefined";
  2113. m_predefined[m_numPredefined].m_loc = regIndex;
  2114. m_predefined[m_numPredefined].m_count = regCount;
  2115. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  2116. m_numPredefined++;
  2117. }
  2118. else if (0 == (kUniformSamplerBit & type) )
  2119. {
  2120. const UniformRegInfo* info = s_renderD3D9->m_uniformReg.find(name);
  2121. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  2122. if (NULL != info)
  2123. {
  2124. if (NULL == m_constantBuffer)
  2125. {
  2126. m_constantBuffer = UniformBuffer::create(1024);
  2127. }
  2128. kind = "user";
  2129. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  2130. }
  2131. }
  2132. else
  2133. {
  2134. kind = "sampler";
  2135. }
  2136. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  2137. , kind
  2138. , name
  2139. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  2140. , num
  2141. , regIndex
  2142. , regCount
  2143. );
  2144. BX_UNUSED(kind);
  2145. }
  2146. if (NULL != m_constantBuffer)
  2147. {
  2148. m_constantBuffer->finish();
  2149. }
  2150. }
  2151. uint32_t shaderSize;
  2152. bx::read(&reader, shaderSize, &err);
  2153. const DWORD* code = (const DWORD*)reader.getDataPtr();
  2154. if (fragment)
  2155. {
  2156. m_type = 1;
  2157. DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
  2158. BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  2159. }
  2160. else
  2161. {
  2162. m_type = 0;
  2163. DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
  2164. BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  2165. }
  2166. }
  2167. void TextureD3D9::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips)
  2168. {
  2169. m_type = Texture2D;
  2170. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2171. DWORD usage = 0;
  2172. D3DPOOL pool = D3DPOOL_DEFAULT;
  2173. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2174. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2175. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  2176. if (bimg::isDepth(fmt) )
  2177. {
  2178. usage = D3DUSAGE_DEPTHSTENCIL;
  2179. }
  2180. else if (readBack)
  2181. {
  2182. usage = 0;
  2183. pool = D3DPOOL_SYSTEMMEM;
  2184. }
  2185. else if (renderTarget || blit)
  2186. {
  2187. usage = 0
  2188. | D3DUSAGE_RENDERTARGET
  2189. | (1 < _numMips ? D3DUSAGE_AUTOGENMIPMAP : 0)
  2190. ;
  2191. }
  2192. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2193. if (renderTarget)
  2194. {
  2195. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2196. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2197. bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2198. if (0 != msaaQuality
  2199. || writeOnly)
  2200. {
  2201. const Msaa& msaa = s_msaa[msaaQuality];
  2202. if (bimg::isDepth(fmt) )
  2203. {
  2204. DX_CHECK(device->CreateDepthStencilSurface(
  2205. m_width
  2206. , m_height
  2207. , s_textureFormat[m_textureFormat].m_fmt
  2208. , msaa.m_type
  2209. , msaa.m_quality
  2210. , FALSE
  2211. , &m_surface
  2212. , NULL
  2213. ) );
  2214. }
  2215. else
  2216. {
  2217. DX_CHECK(device->CreateRenderTarget(
  2218. m_width
  2219. , m_height
  2220. , s_textureFormat[m_textureFormat].m_fmt
  2221. , msaa.m_type
  2222. , msaa.m_quality
  2223. , FALSE
  2224. , &m_surface
  2225. , NULL
  2226. ) );
  2227. }
  2228. if (writeOnly)
  2229. {
  2230. // This is render buffer, there is no sampling, no need
  2231. // to create texture.
  2232. return;
  2233. }
  2234. }
  2235. }
  2236. DX_CHECK(device->CreateTexture(_width
  2237. , _height
  2238. , _numMips
  2239. , usage
  2240. , s_textureFormat[fmt].m_fmt
  2241. , pool
  2242. , &m_texture2d
  2243. , NULL
  2244. ) );
  2245. if (!renderTarget
  2246. && !readBack)
  2247. {
  2248. if (NULL == m_staging)
  2249. {
  2250. DX_CHECK(device->CreateTexture(_width
  2251. , _height
  2252. , _numMips
  2253. , 0
  2254. , s_textureFormat[fmt].m_fmt
  2255. , D3DPOOL_SYSTEMMEM
  2256. , &m_staging2d
  2257. , NULL
  2258. ) );
  2259. }
  2260. else
  2261. {
  2262. DX_CHECK(m_staging2d->AddDirtyRect(NULL));
  2263. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d));
  2264. }
  2265. }
  2266. BGFX_FATAL(NULL != m_texture2d, Fatal::UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: %d)."
  2267. , _width
  2268. , _height
  2269. , _numMips
  2270. , bimg::getName(fmt)
  2271. );
  2272. }
  2273. void TextureD3D9::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint8_t _numMips)
  2274. {
  2275. m_type = Texture3D;
  2276. const TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2277. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2278. DX_CHECK(device->CreateVolumeTexture(_width
  2279. , _height
  2280. , _depth
  2281. , _numMips
  2282. , 0
  2283. , s_textureFormat[fmt].m_fmt
  2284. , D3DPOOL_DEFAULT
  2285. , &m_texture3d
  2286. , NULL
  2287. ) );
  2288. if (NULL == m_staging)
  2289. {
  2290. DX_CHECK(device->CreateVolumeTexture(_width
  2291. , _height
  2292. , _depth
  2293. , _numMips
  2294. , 0
  2295. , s_textureFormat[fmt].m_fmt
  2296. , D3DPOOL_SYSTEMMEM
  2297. , &m_staging3d
  2298. , NULL
  2299. ) );
  2300. }
  2301. else
  2302. {
  2303. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2304. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2305. }
  2306. BGFX_FATAL(NULL != m_texture3d, Fatal::UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: %s)."
  2307. , _width
  2308. , _height
  2309. , _depth
  2310. , _numMips
  2311. , getName(fmt)
  2312. );
  2313. }
  2314. void TextureD3D9::createCubeTexture(uint32_t _width, uint8_t _numMips)
  2315. {
  2316. m_type = TextureCube;
  2317. const bimg::TextureFormat::Enum fmt = (bimg::TextureFormat::Enum)m_textureFormat;
  2318. DWORD usage = 0;
  2319. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2320. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  2321. if (bimg::isDepth(fmt) )
  2322. {
  2323. usage = D3DUSAGE_DEPTHSTENCIL;
  2324. }
  2325. else if (renderTarget || blit)
  2326. {
  2327. usage = D3DUSAGE_RENDERTARGET;
  2328. }
  2329. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2330. DX_CHECK(device->CreateCubeTexture(_width
  2331. , _numMips
  2332. , usage
  2333. , s_textureFormat[fmt].m_fmt
  2334. , D3DPOOL_DEFAULT
  2335. , &m_textureCube
  2336. , NULL
  2337. ) );
  2338. if (!renderTarget)
  2339. {
  2340. if (NULL == m_staging)
  2341. {
  2342. DX_CHECK(device->CreateCubeTexture(_width
  2343. , _numMips
  2344. , 0
  2345. , s_textureFormat[fmt].m_fmt
  2346. , D3DPOOL_SYSTEMMEM
  2347. , &m_stagingCube
  2348. , NULL
  2349. ) );
  2350. }
  2351. else
  2352. {
  2353. for (uint8_t ii = 0; ii < 6; ++ii)
  2354. {
  2355. DX_CHECK(m_stagingCube->AddDirtyRect(D3DCUBEMAP_FACES(ii), NULL) );
  2356. }
  2357. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2358. }
  2359. }
  2360. BGFX_FATAL(NULL != m_textureCube, Fatal::UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: %s)."
  2361. , _width
  2362. , _numMips
  2363. , getName(fmt)
  2364. );
  2365. }
  2366. uint8_t* TextureD3D9::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch, const Rect* _rect)
  2367. {
  2368. switch (m_type)
  2369. {
  2370. case Texture2D:
  2371. {
  2372. D3DLOCKED_RECT lockedRect;
  2373. if (NULL != _rect)
  2374. {
  2375. RECT rect;
  2376. rect.left = _rect->m_x;
  2377. rect.top = _rect->m_y;
  2378. rect.right = rect.left + _rect->m_width;
  2379. rect.bottom = rect.top + _rect->m_height;
  2380. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, &rect, 0) );
  2381. DX_CHECK(m_staging2d->AddDirtyRect(&rect) );
  2382. }
  2383. else
  2384. {
  2385. DX_CHECK(m_staging2d->LockRect(_lod, &lockedRect, NULL, 0) );
  2386. DX_CHECK(m_staging2d->AddDirtyRect(NULL) );
  2387. }
  2388. _pitch = lockedRect.Pitch;
  2389. _slicePitch = 0;
  2390. return (uint8_t*)lockedRect.pBits;
  2391. }
  2392. case Texture3D:
  2393. {
  2394. D3DLOCKED_BOX box;
  2395. DX_CHECK(m_staging3d->LockBox(_lod, &box, NULL, 0) );
  2396. DX_CHECK(m_staging3d->AddDirtyBox(NULL) );
  2397. _pitch = box.RowPitch;
  2398. _slicePitch = box.SlicePitch;
  2399. return (uint8_t*)box.pBits;
  2400. }
  2401. case TextureCube:
  2402. {
  2403. D3DLOCKED_RECT lockedRect;
  2404. if (NULL != _rect)
  2405. {
  2406. RECT rect;
  2407. rect.left = _rect->m_x;
  2408. rect.top = _rect->m_y;
  2409. rect.right = rect.left + _rect->m_width;
  2410. rect.bottom = rect.top + _rect->m_height;
  2411. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, &rect, 0) );
  2412. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2413. }
  2414. else
  2415. {
  2416. DX_CHECK(m_stagingCube->LockRect(D3DCUBEMAP_FACES(_side), _lod, &lockedRect, NULL, 0) );
  2417. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), NULL) );
  2418. }
  2419. _pitch = lockedRect.Pitch;
  2420. _slicePitch = 0;
  2421. return (uint8_t*)lockedRect.pBits;
  2422. }
  2423. }
  2424. BX_ASSERT(false, "You should not be here.");
  2425. _pitch = 0;
  2426. _slicePitch = 0;
  2427. return NULL;
  2428. }
  2429. void TextureD3D9::unlock(uint8_t _side, uint8_t _lod)
  2430. {
  2431. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2432. switch (m_type)
  2433. {
  2434. case Texture2D:
  2435. {
  2436. DX_CHECK(m_staging2d->UnlockRect(_lod) );
  2437. DX_CHECK(device->UpdateTexture(m_staging2d, m_texture2d) );
  2438. }
  2439. return;
  2440. case Texture3D:
  2441. {
  2442. DX_CHECK(m_staging3d->UnlockBox(_lod) );
  2443. DX_CHECK(device->UpdateTexture(m_staging3d, m_texture3d) );
  2444. }
  2445. return;
  2446. case TextureCube:
  2447. {
  2448. DX_CHECK(m_stagingCube->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  2449. DX_CHECK(device->UpdateTexture(m_stagingCube, m_textureCube) );
  2450. }
  2451. return;
  2452. }
  2453. BX_ASSERT(false, "You should not be here.");
  2454. }
  2455. void TextureD3D9::dirty(uint8_t _side, const Rect& _rect, uint16_t _z, uint16_t _depth)
  2456. {
  2457. switch (m_type)
  2458. {
  2459. case Texture2D:
  2460. {
  2461. RECT rect;
  2462. rect.left = _rect.m_x;
  2463. rect.top = _rect.m_y;
  2464. rect.right = rect.left + _rect.m_width;
  2465. rect.bottom = rect.top + _rect.m_height;
  2466. DX_CHECK(m_texture2d->AddDirtyRect(&rect) );
  2467. }
  2468. return;
  2469. case Texture3D:
  2470. {
  2471. D3DBOX box;
  2472. box.Left = _rect.m_x;
  2473. box.Top = _rect.m_y;
  2474. box.Right = box.Left + _rect.m_width;
  2475. box.Bottom = box.Top + _rect.m_height;
  2476. box.Front = _z;
  2477. box.Back = box.Front + _depth;
  2478. DX_CHECK(m_texture3d->AddDirtyBox(&box) );
  2479. }
  2480. return;
  2481. case TextureCube:
  2482. {
  2483. RECT rect;
  2484. rect.left = _rect.m_x;
  2485. rect.top = _rect.m_y;
  2486. rect.right = rect.left + _rect.m_width;
  2487. rect.bottom = rect.top + _rect.m_height;
  2488. DX_CHECK(m_textureCube->AddDirtyRect(D3DCUBEMAP_FACES(_side), &rect) );
  2489. }
  2490. return;
  2491. }
  2492. BX_ASSERT(false, "You should not be here.");
  2493. }
  2494. IDirect3DSurface9* TextureD3D9::getSurface(uint8_t _side, uint8_t _mip) const
  2495. {
  2496. IDirect3DSurface9* surface = NULL;
  2497. switch (m_type)
  2498. {
  2499. case Texture2D:
  2500. DX_CHECK(m_texture2d->GetSurfaceLevel(_mip, &surface) );
  2501. break;
  2502. case Texture3D:
  2503. BX_ASSERT(false, "");
  2504. break;
  2505. case TextureCube:
  2506. DX_CHECK(m_textureCube->GetCubeMapSurface(D3DCUBEMAP_FACES(_side), _mip, &surface) );
  2507. break;
  2508. }
  2509. return surface;
  2510. }
  2511. void TextureD3D9::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  2512. {
  2513. bimg::ImageContainer imageContainer;
  2514. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  2515. {
  2516. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  2517. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  2518. bimg::TextureInfo ti;
  2519. bimg::imageGetSize(
  2520. &ti
  2521. , uint16_t(imageContainer.m_width >>startLod)
  2522. , uint16_t(imageContainer.m_height>>startLod)
  2523. , uint16_t(imageContainer.m_depth >>startLod)
  2524. , imageContainer.m_cubeMap
  2525. , 1 < imageContainer.m_numMips
  2526. , imageContainer.m_numLayers
  2527. , imageContainer.m_format
  2528. );
  2529. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  2530. m_flags = _flags;
  2531. m_width = ti.width;
  2532. m_height = ti.height;
  2533. m_depth = ti.depth;
  2534. m_numMips = ti.numMips;
  2535. m_requestedFormat = uint8_t(imageContainer.m_format);
  2536. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  2537. const bool convert = m_textureFormat != m_requestedFormat;
  2538. uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  2539. if (imageContainer.m_cubeMap)
  2540. {
  2541. createCubeTexture(ti.width, ti.numMips);
  2542. }
  2543. else if (imageContainer.m_depth > 1)
  2544. {
  2545. createVolumeTexture(ti.width, ti.height, ti.depth, ti.numMips);
  2546. }
  2547. else
  2548. {
  2549. createTexture(ti.width, ti.height, ti.numMips);
  2550. }
  2551. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2552. , this - s_renderD3D9->m_textures
  2553. , getName( (TextureFormat::Enum)m_textureFormat)
  2554. , getName( (TextureFormat::Enum)m_requestedFormat)
  2555. , ti.width
  2556. , ti.height
  2557. , imageContainer.m_cubeMap ? "x6" : ""
  2558. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2559. );
  2560. if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
  2561. {
  2562. return;
  2563. }
  2564. const bool useMipSize = useD3D9Pitch(imageContainer.m_format);
  2565. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2566. {
  2567. uint32_t width = ti.width;
  2568. uint32_t height = ti.height;
  2569. uint32_t depth = ti.depth;
  2570. uint32_t mipWidth = ti.width;
  2571. uint32_t mipHeight = ti.height;
  2572. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  2573. {
  2574. width = bx::max<uint32_t>(1, width);
  2575. height = bx::max<uint32_t>(1, height);
  2576. depth = bx::max<uint32_t>(1, depth);
  2577. mipWidth = bx::max<uint32_t>(blockInfo.blockWidth, mipWidth);
  2578. mipHeight = bx::max<uint32_t>(blockInfo.blockHeight, mipHeight);
  2579. uint32_t mipSize = width*height*depth*bpp/8;
  2580. bimg::ImageMip mip;
  2581. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2582. {
  2583. uint32_t pitch;
  2584. uint32_t slicePitch;
  2585. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  2586. if (convert)
  2587. {
  2588. if (width != mipWidth
  2589. || height != mipHeight)
  2590. {
  2591. uint32_t srcpitch = mipWidth*bpp/8;
  2592. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, srcpitch*mipHeight);
  2593. bimg::imageDecodeToBgra8(
  2594. g_allocator
  2595. , temp
  2596. , mip.m_data
  2597. , mip.m_width
  2598. , mip.m_height
  2599. , srcpitch
  2600. , mip.m_format
  2601. );
  2602. bx::memCopy(bits, pitch, temp, srcpitch, pitch, height);
  2603. BX_FREE(g_allocator, temp);
  2604. }
  2605. else
  2606. {
  2607. bimg::imageDecodeToBgra8(g_allocator, bits, mip.m_data, mip.m_width, mip.m_height, pitch, mip.m_format);
  2608. }
  2609. }
  2610. else
  2611. {
  2612. uint32_t size = useMipSize ? mip.m_size : mipSize;
  2613. switch (m_textureFormat)
  2614. {
  2615. case TextureFormat::R5G6B5:
  2616. bimg::imageConvert(bits, 16, bx::packB5G6R5, mip.m_data, bx::unpackR5G6B5, size);
  2617. break;
  2618. case TextureFormat::RGBA4:
  2619. bimg::imageConvert(bits, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, size);
  2620. break;
  2621. case TextureFormat::RGB5A1:
  2622. bimg::imageConvert(bits, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, size);
  2623. break;
  2624. default:
  2625. bx::memCopy(bits, mip.m_data, size);
  2626. break;
  2627. }
  2628. }
  2629. unlock(side, lod);
  2630. }
  2631. width >>= 1;
  2632. height >>= 1;
  2633. depth >>= 1;
  2634. mipWidth >>= 1;
  2635. mipHeight >>= 1;
  2636. }
  2637. }
  2638. }
  2639. }
  2640. void TextureD3D9::updateBegin(uint8_t _side, uint8_t _mip)
  2641. {
  2642. uint32_t slicePitch;
  2643. s_renderD3D9->m_updateTextureSide = _side;
  2644. s_renderD3D9->m_updateTextureMip = _mip;
  2645. s_renderD3D9->m_updateTextureBits = lock(_side, _mip, s_renderD3D9->m_updateTexturePitch, slicePitch);
  2646. }
  2647. void TextureD3D9::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2648. {
  2649. const bimg::ImageBlockInfo & blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
  2650. const uint16_t blockHeight = blockInfo.blockHeight;
  2651. const uint16_t bpp = blockInfo.bitsPerPixel;
  2652. const bool useLockedPitch = useD3D9Pitch(bimg::TextureFormat::Enum(m_textureFormat) );
  2653. const uint32_t rectpitch = calcRowPitch(blockInfo, 0, _rect.m_width);
  2654. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2655. const uint32_t dstpitch = (useLockedPitch) ? s_renderD3D9->m_updateTexturePitch : calcRowPitch(blockInfo, _mip, m_width);
  2656. uint8_t* bits = s_renderD3D9->m_updateTextureBits + _rect.m_y*dstpitch/blockHeight + _rect.m_x*blockHeight*bpp/8;
  2657. const bool convert = m_textureFormat != m_requestedFormat;
  2658. uint8_t* data = _mem->data;
  2659. uint8_t* temp = NULL;
  2660. if (convert)
  2661. {
  2662. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
  2663. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  2664. data = temp;
  2665. }
  2666. {
  2667. uint8_t* src = data;
  2668. uint8_t* dst = bits;
  2669. for (uint32_t yy = 0, height = _rect.m_height; yy < height; yy += blockHeight)
  2670. {
  2671. switch (m_textureFormat)
  2672. {
  2673. case TextureFormat::R5G6B5:
  2674. bimg::imageConvert(dst, 16, bx::packB5G6R5, src, bx::unpackR5G6B5, rectpitch);
  2675. break;
  2676. case TextureFormat::RGBA4:
  2677. bimg::imageConvert(dst, 16, bx::packBgra4, src, bx::unpackRgba4, rectpitch);
  2678. break;
  2679. case TextureFormat::RGB5A1:
  2680. bimg::imageConvert(dst, 16, bx::packBgr5a1, src, bx::unpackRgb5a1, rectpitch);
  2681. break;
  2682. default:
  2683. bx::memCopy(dst, src, rectpitch);
  2684. break;
  2685. }
  2686. src += srcpitch;
  2687. dst += dstpitch;
  2688. }
  2689. }
  2690. if (NULL != temp)
  2691. {
  2692. BX_FREE(g_allocator, temp);
  2693. }
  2694. if (0 == _mip)
  2695. {
  2696. dirty(_side, _rect, _z, _depth);
  2697. }
  2698. }
  2699. void TextureD3D9::updateEnd()
  2700. {
  2701. unlock(s_renderD3D9->m_updateTextureSide, s_renderD3D9->m_updateTextureMip);
  2702. }
  2703. void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  2704. {
  2705. const uint64_t flags = (m_flags & BGFX_TEXTURE_SRGB)
  2706. | (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags) ? _flags : uint32_t(m_flags) )
  2707. ;
  2708. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2709. s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
  2710. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2711. DX_CHECK(device->SetTexture(_stage, m_ptr) );
  2712. if (4 > _stage)
  2713. {
  2714. DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
  2715. }
  2716. }
  2717. void TextureD3D9::resolve(uint8_t _resolve) const
  2718. {
  2719. if (NULL != m_surface
  2720. && NULL != m_ptr)
  2721. {
  2722. IDirect3DSurface9* surface = getSurface();
  2723. DX_CHECK(s_renderD3D9->m_device->StretchRect(m_surface
  2724. , NULL
  2725. , surface
  2726. , NULL
  2727. , D3DTEXF_LINEAR
  2728. ) );
  2729. DX_RELEASE(surface, 1);
  2730. if (1 < m_numMips
  2731. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  2732. {
  2733. m_ptr->GenerateMipSubLevels();
  2734. }
  2735. }
  2736. }
  2737. void TextureD3D9::preReset()
  2738. {
  2739. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2740. if (TextureFormat::Unknown != fmt)
  2741. {
  2742. DX_RELEASE(m_ptr, 0);
  2743. DX_RELEASE(m_surface, 0);
  2744. }
  2745. }
  2746. void TextureD3D9::postReset()
  2747. {
  2748. TextureFormat::Enum fmt = (TextureFormat::Enum)m_textureFormat;
  2749. if (TextureFormat::Unknown != fmt)
  2750. {
  2751. switch (m_type)
  2752. {
  2753. default:
  2754. case Texture2D:
  2755. createTexture(m_width, m_height, m_numMips);
  2756. break;
  2757. case Texture3D:
  2758. createVolumeTexture(m_width, m_height, m_depth, m_numMips);
  2759. break;
  2760. case TextureCube:
  2761. createCubeTexture(m_width, m_numMips);
  2762. break;
  2763. }
  2764. }
  2765. }
  2766. void FrameBufferD3D9::create(uint8_t _num, const Attachment* _attachment)
  2767. {
  2768. for (uint32_t ii = 0; ii < BX_COUNTOF(m_surface); ++ii)
  2769. {
  2770. m_surface[ii] = NULL;
  2771. }
  2772. m_denseIdx = UINT16_MAX;
  2773. m_dsIdx = UINT8_MAX;
  2774. m_num = 0;
  2775. m_numTh = _num;
  2776. m_needResolve = false;
  2777. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  2778. for (uint32_t ii = 0; ii < _num; ++ii)
  2779. {
  2780. const Attachment& at = m_attachment[ii];
  2781. if (isValid(at.handle) )
  2782. {
  2783. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2784. if (NULL != texture.m_surface)
  2785. {
  2786. m_surface[ii] = texture.m_surface;
  2787. m_surface[ii]->AddRef();
  2788. }
  2789. else
  2790. {
  2791. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2792. }
  2793. if (0 == m_num)
  2794. {
  2795. m_width = texture.m_width;
  2796. m_height = texture.m_height;
  2797. }
  2798. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  2799. {
  2800. m_dsIdx = uint8_t(ii);
  2801. }
  2802. else
  2803. {
  2804. ++m_num;
  2805. }
  2806. m_needResolve |= true
  2807. && (NULL != texture.m_surface)
  2808. && (NULL != texture.m_texture2d)
  2809. ;
  2810. }
  2811. }
  2812. if (0 == m_num)
  2813. {
  2814. createNullColorRT();
  2815. }
  2816. }
  2817. void FrameBufferD3D9::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  2818. {
  2819. BX_UNUSED(_depthFormat);
  2820. m_hwnd = (HWND)_nwh;
  2821. m_width = bx::uint32_max(_width, 16);
  2822. m_height = bx::uint32_max(_height, 16);
  2823. D3DPRESENT_PARAMETERS params;
  2824. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2825. params.BackBufferFormat = TextureFormat::Count == _format ? params.BackBufferFormat : s_textureFormat[_format].m_fmt;
  2826. params.BackBufferWidth = m_width;
  2827. params.BackBufferHeight = m_height;
  2828. params.MultiSampleType = s_msaa[0].m_type;
  2829. params.MultiSampleQuality = s_msaa[0].m_quality;
  2830. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2831. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2832. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(
  2833. params.BackBufferWidth
  2834. , params.BackBufferHeight
  2835. , params.AutoDepthStencilFormat
  2836. , params.MultiSampleType
  2837. , params.MultiSampleQuality
  2838. , FALSE
  2839. , &m_surface[1]
  2840. , NULL
  2841. ) );
  2842. m_dsIdx = 1;
  2843. m_denseIdx = _denseIdx;
  2844. m_num = 1;
  2845. m_needResolve = false;
  2846. m_needPresent = false;
  2847. }
  2848. uint16_t FrameBufferD3D9::destroy()
  2849. {
  2850. if (NULL != m_hwnd)
  2851. {
  2852. DX_RELEASE(m_surface[0], 0);
  2853. DX_RELEASE(m_surface[1], 0);
  2854. DX_RELEASE(m_swapChain, 0);
  2855. }
  2856. else
  2857. {
  2858. uint32_t num = m_numTh;
  2859. num += uint32_t(0 < m_numTh && 0 == m_num);
  2860. for (uint32_t ii = 0; ii < num; ++ii)
  2861. {
  2862. IDirect3DSurface9* ptr = m_surface[ii];
  2863. if (NULL != ptr)
  2864. {
  2865. ptr->Release();
  2866. m_surface[ii] = NULL;
  2867. }
  2868. }
  2869. }
  2870. m_hwnd = NULL;
  2871. m_num = 0;
  2872. m_numTh = 0;
  2873. m_needPresent = false;
  2874. uint16_t denseIdx = m_denseIdx;
  2875. m_denseIdx = UINT16_MAX;
  2876. return denseIdx;
  2877. }
  2878. HRESULT FrameBufferD3D9::present()
  2879. {
  2880. if (m_needPresent)
  2881. {
  2882. HRESULT hr = m_swapChain->Present(NULL, NULL, m_hwnd, NULL, 0);
  2883. m_needPresent = false;
  2884. return hr;
  2885. }
  2886. return S_OK;
  2887. }
  2888. void FrameBufferD3D9::resolve() const
  2889. {
  2890. if (m_needResolve)
  2891. {
  2892. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2893. {
  2894. const Attachment& at = m_attachment[ii];
  2895. if (isValid(at.handle) )
  2896. {
  2897. const TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2898. texture.resolve(at.resolve);
  2899. }
  2900. }
  2901. }
  2902. }
  2903. void FrameBufferD3D9::preReset()
  2904. {
  2905. if (NULL != m_hwnd)
  2906. {
  2907. DX_RELEASE(m_surface[0], 0);
  2908. DX_RELEASE(m_surface[1], 0);
  2909. DX_RELEASE(m_swapChain, 0);
  2910. }
  2911. else
  2912. {
  2913. uint32_t num = m_numTh;
  2914. num += uint32_t(0 < m_numTh && 0 == m_num);
  2915. for (uint32_t ii = 0; ii < num; ++ii)
  2916. {
  2917. m_surface[ii]->Release();
  2918. m_surface[ii] = NULL;
  2919. }
  2920. }
  2921. }
  2922. void FrameBufferD3D9::postReset()
  2923. {
  2924. if (NULL != m_hwnd)
  2925. {
  2926. D3DPRESENT_PARAMETERS params;
  2927. bx::memCopy(&params, &s_renderD3D9->m_params, sizeof(D3DPRESENT_PARAMETERS) );
  2928. params.BackBufferWidth = m_width;
  2929. params.BackBufferHeight = m_height;
  2930. DX_CHECK(s_renderD3D9->m_device->CreateAdditionalSwapChain(&params, &m_swapChain) );
  2931. DX_CHECK(m_swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &m_surface[0]) );
  2932. DX_CHECK(s_renderD3D9->m_device->CreateDepthStencilSurface(params.BackBufferWidth
  2933. , params.BackBufferHeight
  2934. , params.AutoDepthStencilFormat
  2935. , params.MultiSampleType
  2936. , params.MultiSampleQuality
  2937. , FALSE
  2938. , &m_surface[1]
  2939. , NULL
  2940. ) );
  2941. }
  2942. else if (0 < m_numTh)
  2943. {
  2944. for (uint32_t ii = 0, num = m_numTh; ii < num; ++ii)
  2945. {
  2946. const Attachment& at = m_attachment[ii];
  2947. if (isValid(at.handle) )
  2948. {
  2949. TextureD3D9& texture = s_renderD3D9->m_textures[at.handle.idx];
  2950. if (NULL != texture.m_surface)
  2951. {
  2952. m_surface[ii] = texture.m_surface;
  2953. m_surface[ii]->AddRef();
  2954. }
  2955. else if (Access::Write == at.access)
  2956. {
  2957. m_surface[ii] = texture.getSurface(uint8_t(at.layer), uint8_t(at.mip) );
  2958. }
  2959. else
  2960. {
  2961. BX_ASSERT(false, "");
  2962. }
  2963. }
  2964. }
  2965. if (0 == m_num)
  2966. {
  2967. createNullColorRT();
  2968. }
  2969. }
  2970. }
  2971. void FrameBufferD3D9::createNullColorRT()
  2972. {
  2973. DX_CHECK(s_renderD3D9->m_device->CreateRenderTarget(
  2974. m_width
  2975. , m_height
  2976. , D3DFMT_NULL
  2977. , D3DMULTISAMPLE_NONE
  2978. , 0
  2979. , false
  2980. , &m_surface[1]
  2981. , NULL
  2982. ) );
  2983. }
  2984. void FrameBufferD3D9::set()
  2985. {
  2986. m_needPresent = UINT16_MAX != m_denseIdx;
  2987. // If frame buffer has only depth attachment D3DFMT_NULL
  2988. // render target is created.
  2989. const uint32_t fbnum = bx::uint32_max(2, m_numTh);
  2990. const uint8_t dsIdx = m_dsIdx;
  2991. IDirect3DDevice9* device = s_renderD3D9->m_device;
  2992. DX_CHECK(device->SetDepthStencilSurface(UINT8_MAX == dsIdx
  2993. ? s_renderD3D9->m_backBufferDepthStencil
  2994. : m_surface[dsIdx]
  2995. ) );
  2996. uint32_t rtIdx = 0;
  2997. for (uint32_t ii = 0; ii < fbnum; ++ii)
  2998. {
  2999. IDirect3DSurface9* surface = m_surface[ii];
  3000. if (ii != dsIdx)
  3001. {
  3002. DX_CHECK(device->SetRenderTarget(rtIdx, surface) );
  3003. ++rtIdx;
  3004. }
  3005. }
  3006. for (uint32_t ii = rtIdx, num = g_caps.limits.maxFBAttachments; ii < num; ++ii)
  3007. {
  3008. DX_CHECK(device->SetRenderTarget(ii, NULL) );
  3009. }
  3010. DX_CHECK(device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE) );
  3011. }
  3012. void TimerQueryD3D9::postReset()
  3013. {
  3014. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3015. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3016. {
  3017. Query& frame = m_query[ii];
  3018. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPDISJOINT, &frame.m_disjoint) );
  3019. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_begin) );
  3020. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMP, &frame.m_end) );
  3021. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_TIMESTAMPFREQ, &frame.m_freq) );
  3022. }
  3023. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  3024. {
  3025. Result& result = m_result[ii];
  3026. result.reset();
  3027. }
  3028. m_control.reset();
  3029. }
  3030. void TimerQueryD3D9::preReset()
  3031. {
  3032. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3033. {
  3034. Query& frame = m_query[ii];
  3035. DX_RELEASE(frame.m_disjoint, 0);
  3036. DX_RELEASE(frame.m_begin, 0);
  3037. DX_RELEASE(frame.m_end, 0);
  3038. DX_RELEASE(frame.m_freq, 0);
  3039. }
  3040. }
  3041. uint32_t TimerQueryD3D9::begin(uint32_t _resultIdx, uint32_t _frameNum)
  3042. {
  3043. while (0 == m_control.reserve(1) )
  3044. {
  3045. update();
  3046. }
  3047. Result& result = m_result[_resultIdx];
  3048. ++result.m_pending;
  3049. const uint32_t idx = m_control.m_current;
  3050. Query& query = m_query[idx];
  3051. query.m_resultIdx = _resultIdx;
  3052. query.m_ready = false;
  3053. query.m_frameNum = _frameNum;
  3054. query.m_disjoint->Issue(D3DISSUE_BEGIN);
  3055. query.m_begin->Issue(D3DISSUE_END);
  3056. m_control.commit(1);
  3057. return idx;
  3058. }
  3059. void TimerQueryD3D9::end(uint32_t _idx)
  3060. {
  3061. Query& query = m_query[_idx];
  3062. query.m_ready = true;
  3063. query.m_disjoint->Issue(D3DISSUE_END);
  3064. query.m_freq->Issue(D3DISSUE_END);
  3065. query.m_end->Issue(D3DISSUE_END);
  3066. while (update() )
  3067. {
  3068. }
  3069. }
  3070. bool TimerQueryD3D9::update()
  3071. {
  3072. if (0 != m_control.available() )
  3073. {
  3074. Query& query = m_query[m_control.m_read];
  3075. if (!query.m_ready)
  3076. {
  3077. return false;
  3078. }
  3079. uint64_t timeEnd;
  3080. const bool flush = BX_COUNTOF(m_query)-1 == m_control.available();
  3081. HRESULT hr = query.m_end->GetData(&timeEnd, sizeof(timeEnd), flush ? D3DGETDATA_FLUSH : 0);
  3082. if (S_OK == hr
  3083. || isLost(hr) )
  3084. {
  3085. m_control.consume(1);
  3086. uint64_t timeBegin;
  3087. DX_CHECK(query.m_begin->GetData(&timeBegin, sizeof(timeBegin), 0) );
  3088. uint64_t freq;
  3089. DX_CHECK(query.m_freq->GetData(&freq, sizeof(freq), 0) );
  3090. Result& result = m_result[query.m_resultIdx];
  3091. --result.m_pending;
  3092. result.m_frameNum = query.m_frameNum;
  3093. result.m_frequency = freq;
  3094. result.m_begin = timeBegin;
  3095. result.m_end = timeEnd;
  3096. return true;
  3097. }
  3098. }
  3099. return false;
  3100. }
  3101. void OcclusionQueryD3D9::postReset()
  3102. {
  3103. IDirect3DDevice9* device = s_renderD3D9->m_device;
  3104. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3105. {
  3106. Query& query = m_query[ii];
  3107. DX_CHECK(device->CreateQuery(D3DQUERYTYPE_OCCLUSION, &query.m_ptr) );
  3108. }
  3109. }
  3110. void OcclusionQueryD3D9::preReset()
  3111. {
  3112. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  3113. {
  3114. Query& query = m_query[ii];
  3115. DX_RELEASE(query.m_ptr, 0);
  3116. }
  3117. }
  3118. void OcclusionQueryD3D9::begin(Frame* _render, OcclusionQueryHandle _handle)
  3119. {
  3120. while (0 == m_control.reserve(1) )
  3121. {
  3122. resolve(_render, true);
  3123. }
  3124. Query& query = m_query[m_control.m_current];
  3125. query.m_ptr->Issue(D3DISSUE_BEGIN);
  3126. query.m_handle = _handle;
  3127. }
  3128. void OcclusionQueryD3D9::end()
  3129. {
  3130. Query& query = m_query[m_control.m_current];
  3131. query.m_ptr->Issue(D3DISSUE_END);
  3132. m_control.commit(1);
  3133. }
  3134. void OcclusionQueryD3D9::resolve(Frame* _render, bool)
  3135. {
  3136. while (0 != m_control.available() )
  3137. {
  3138. Query& query = m_query[m_control.m_read];
  3139. if (isValid(query.m_handle) )
  3140. {
  3141. uint32_t result;
  3142. HRESULT hr = query.m_ptr->GetData(&result, sizeof(result), 0);
  3143. if (S_FALSE == hr)
  3144. {
  3145. break;
  3146. }
  3147. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  3148. }
  3149. m_control.consume(1);
  3150. }
  3151. }
  3152. void OcclusionQueryD3D9::invalidate(OcclusionQueryHandle _handle)
  3153. {
  3154. const uint32_t size = m_control.m_size;
  3155. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  3156. {
  3157. Query& query = m_query[(m_control.m_read + ii) % size];
  3158. if (query.m_handle.idx == _handle.idx)
  3159. {
  3160. query.m_handle.idx = bgfx::kInvalidHandle;
  3161. }
  3162. }
  3163. }
  3164. void RendererContextD3D9::submitBlit(BlitState& _bs, uint16_t _view)
  3165. {
  3166. while (_bs.hasItem(_view) )
  3167. {
  3168. const BlitItem& blit = _bs.advance();
  3169. const TextureD3D9& src = m_textures[blit.m_src.idx];
  3170. const TextureD3D9& dst = m_textures[blit.m_dst.idx];
  3171. RECT srcRect = { LONG(blit.m_srcX), LONG(blit.m_srcY), LONG(blit.m_srcX + blit.m_width), LONG(blit.m_srcY + blit.m_height) };
  3172. RECT dstRect = { LONG(blit.m_dstX), LONG(blit.m_dstY), LONG(blit.m_dstX + blit.m_width), LONG(blit.m_dstY + blit.m_height) };
  3173. IDirect3DSurface9* srcSurface = src.getSurface(uint8_t(blit.m_srcZ), blit.m_srcMip);
  3174. IDirect3DSurface9* dstSurface = dst.getSurface(uint8_t(blit.m_dstZ), blit.m_dstMip);
  3175. // UpdateSurface (pool src: SYSTEMMEM, dst: DEFAULT)
  3176. // s/d T RTT RT
  3177. // T y y y
  3178. // RTT - - -
  3179. // RT - - -
  3180. //
  3181. // StretchRect (pool src and dst must be DEFAULT)
  3182. // s/d T RTT RT
  3183. // T - y y
  3184. // RTT - y y
  3185. // RT - y y
  3186. //
  3187. // GetRenderTargetData (dst must be SYSTEMMEM)
  3188. bool depth = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  3189. HRESULT hr = m_device->StretchRect(srcSurface
  3190. , depth ? NULL : &srcRect
  3191. , dstSurface
  3192. , depth ? NULL : &dstRect
  3193. , D3DTEXF_NONE
  3194. );
  3195. if (FAILED(hr) )
  3196. {
  3197. hr = m_device->GetRenderTargetData(srcSurface, dstSurface);
  3198. BX_WARN(SUCCEEDED(hr), "StretchRect and GetRenderTargetData failed %x.", hr);
  3199. }
  3200. srcSurface->Release();
  3201. dstSurface->Release();
  3202. }
  3203. }
  3204. void RendererContextD3D9::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3205. {
  3206. IDirect3DDevice9* device = m_device;
  3207. updateResolution(_render->m_resolution);
  3208. BGFX_D3D9_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  3209. int64_t timeBegin = bx::getHPCounter();
  3210. int64_t captureElapsed = 0;
  3211. uint32_t frameQueryIdx = UINT32_MAX;
  3212. device->BeginScene();
  3213. if (m_timerQuerySupport)
  3214. {
  3215. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  3216. }
  3217. if (0 < _render->m_iboffset)
  3218. {
  3219. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  3220. TransientIndexBuffer* ib = _render->m_transientIb;
  3221. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  3222. }
  3223. if (0 < _render->m_vboffset)
  3224. {
  3225. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  3226. TransientVertexBuffer* vb = _render->m_transientVb;
  3227. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  3228. }
  3229. _render->sort();
  3230. RenderDraw currentState;
  3231. currentState.clear();
  3232. currentState.m_stateFlags = BGFX_STATE_NONE;
  3233. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3234. RenderBind currentBind;
  3235. currentBind.clear();
  3236. static ViewState viewState;
  3237. viewState.reset(_render);
  3238. DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, _render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  3239. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  3240. SortKey key;
  3241. uint16_t view = UINT16_MAX;
  3242. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  3243. uint32_t blendFactor = 0;
  3244. BlitState bs(_render);
  3245. uint8_t primIndex;
  3246. {
  3247. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3248. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3249. }
  3250. PrimInfo prim = s_primInfo[primIndex];
  3251. bool viewHasScissor = false;
  3252. Rect viewScissorRect;
  3253. viewScissorRect.clear();
  3254. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3255. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3256. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3257. uint32_t statsNumIndices = 0;
  3258. uint32_t statsKeyType[2] = {};
  3259. invalidateSamplerState();
  3260. Profiler<TimerQueryD3D9> profiler(
  3261. _render
  3262. , m_gpuTimer
  3263. , s_viewName
  3264. , m_timerQuerySupport
  3265. );
  3266. if (m_occlusionQuerySupport)
  3267. {
  3268. m_occlusionQuery.resolve(_render);
  3269. }
  3270. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3271. {
  3272. for (uint32_t item = 0, numItems = _render->m_numRenderItems; item < numItems; ++item)
  3273. {
  3274. const uint64_t encodedKey = _render->m_sortKeys[item];
  3275. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  3276. statsKeyType[isCompute]++;
  3277. if (isCompute)
  3278. {
  3279. BX_ASSERT(false, "Compute is not supported on DirectX 9.");
  3280. continue;
  3281. }
  3282. const uint32_t itemIdx = _render->m_sortValues[item];
  3283. const RenderDraw& draw = _render->m_renderItem[itemIdx].draw;
  3284. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  3285. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  3286. {
  3287. const bool occluded = true
  3288. && isValid(draw.m_occlusionQuery)
  3289. && !hasOcclusionQuery
  3290. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  3291. ;
  3292. if (occluded
  3293. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  3294. {
  3295. continue;
  3296. }
  3297. }
  3298. const uint64_t newFlags = draw.m_stateFlags;
  3299. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  3300. currentState.m_stateFlags = newFlags;
  3301. const uint64_t newStencil = draw.m_stencil;
  3302. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3303. currentState.m_stencil = newStencil;
  3304. if (key.m_view != view)
  3305. {
  3306. currentState.clear();
  3307. currentState.m_scissor = !draw.m_scissor;
  3308. changedFlags = BGFX_STATE_MASK;
  3309. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3310. currentState.m_stateFlags = newFlags;
  3311. currentState.m_stencil = newStencil;
  3312. view = key.m_view;
  3313. currentProgram = BGFX_INVALID_HANDLE;
  3314. if (item > 0)
  3315. {
  3316. profiler.end();
  3317. }
  3318. BGFX_D3D9_PROFILER_END();
  3319. BGFX_D3D9_PROFILER_BEGIN(view, kColorView);
  3320. profiler.begin(view);
  3321. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  3322. {
  3323. fbh = _render->m_view[view].m_fbh;
  3324. setFrameBuffer(fbh);
  3325. }
  3326. viewState.m_rect = _render->m_view[view].m_rect;
  3327. const Rect& scissorRect = _render->m_view[view].m_scissor;
  3328. viewHasScissor = !scissorRect.isZero();
  3329. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3330. D3DVIEWPORT9 vp;
  3331. vp.X = viewState.m_rect.m_x;
  3332. vp.Y = viewState.m_rect.m_y;
  3333. vp.Width = viewState.m_rect.m_width;
  3334. vp.Height = viewState.m_rect.m_height;
  3335. vp.MinZ = 0.0f;
  3336. vp.MaxZ = 1.0f;
  3337. DX_CHECK(device->SetViewport(&vp) );
  3338. Clear& clear = _render->m_view[view].m_clear;
  3339. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3340. {
  3341. clearQuad(_clearQuad, viewState.m_rect, clear, _render->m_colorPalette);
  3342. }
  3343. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, FALSE) );
  3344. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  3345. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  3346. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  3347. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  3348. DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  3349. submitBlit(bs, view);
  3350. }
  3351. uint16_t scissor = draw.m_scissor;
  3352. if (currentState.m_scissor != scissor)
  3353. {
  3354. currentState.m_scissor = scissor;
  3355. if (UINT16_MAX == scissor)
  3356. {
  3357. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, viewHasScissor) );
  3358. if (viewHasScissor)
  3359. {
  3360. RECT rc;
  3361. rc.left = viewScissorRect.m_x;
  3362. rc.top = viewScissorRect.m_y;
  3363. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  3364. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  3365. DX_CHECK(device->SetScissorRect(&rc) );
  3366. }
  3367. }
  3368. else
  3369. {
  3370. Rect scissorRect;
  3371. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  3372. DX_CHECK(device->SetRenderState(D3DRS_SCISSORTESTENABLE, true) );
  3373. RECT rc;
  3374. rc.left = scissorRect.m_x;
  3375. rc.top = scissorRect.m_y;
  3376. rc.right = scissorRect.m_x + scissorRect.m_width;
  3377. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  3378. DX_CHECK(device->SetScissorRect(&rc) );
  3379. }
  3380. }
  3381. if (0 != changedStencil)
  3382. {
  3383. bool enable = 0 != newStencil;
  3384. DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, enable) );
  3385. if (0 != newStencil)
  3386. {
  3387. uint32_t fstencil = unpackStencil(0, newStencil);
  3388. uint32_t bstencil = unpackStencil(1, newStencil);
  3389. uint8_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  3390. DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, 0 != frontAndBack) );
  3391. uint32_t fchanged = unpackStencil(0, changedStencil);
  3392. if ( (BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & fchanged)
  3393. {
  3394. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3395. DX_CHECK(device->SetRenderState(D3DRS_STENCILREF, ref) );
  3396. uint32_t rmask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3397. DX_CHECK(device->SetRenderState(D3DRS_STENCILMASK, rmask) );
  3398. }
  3399. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3400. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3401. // {
  3402. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3403. // DX_CHECK(device->SetRenderState(D3DRS_STENCILWRITEMASK, wmask) );
  3404. // }
  3405. for (uint8_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3406. {
  3407. uint32_t stencil = unpackStencil(ii, newStencil);
  3408. uint32_t changed = unpackStencil(ii, changedStencil);
  3409. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3410. {
  3411. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3412. DX_CHECK(device->SetRenderState(s_stencilFuncRs[ii], s_cmpFunc[func]) );
  3413. }
  3414. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3415. {
  3416. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3417. DX_CHECK(device->SetRenderState(s_stencilFailRs[ii], s_stencilOp[sfail]) );
  3418. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3419. DX_CHECK(device->SetRenderState(s_stencilZFailRs[ii], s_stencilOp[zfail]) );
  3420. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3421. DX_CHECK(device->SetRenderState(s_stencilZPassRs[ii], s_stencilOp[zpass]) );
  3422. }
  3423. }
  3424. }
  3425. }
  3426. if ( (0
  3427. | BGFX_STATE_CULL_MASK
  3428. | BGFX_STATE_WRITE_Z
  3429. | BGFX_STATE_DEPTH_TEST_MASK
  3430. | BGFX_STATE_WRITE_RGB
  3431. | BGFX_STATE_WRITE_A
  3432. | BGFX_STATE_BLEND_MASK
  3433. | BGFX_STATE_BLEND_EQUATION_MASK
  3434. | BGFX_STATE_ALPHA_REF_MASK
  3435. | BGFX_STATE_PT_MASK
  3436. | BGFX_STATE_POINT_SIZE_MASK
  3437. | BGFX_STATE_MSAA
  3438. ) & changedFlags)
  3439. {
  3440. if (BGFX_STATE_CULL_MASK & changedFlags)
  3441. {
  3442. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  3443. DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  3444. }
  3445. if (BGFX_STATE_WRITE_Z & changedFlags)
  3446. {
  3447. DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_WRITE_Z & newFlags) ) );
  3448. }
  3449. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3450. {
  3451. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3452. DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  3453. if (0 != func)
  3454. {
  3455. DX_CHECK(device->SetRenderState(D3DRS_ZFUNC, s_cmpFunc[func]) );
  3456. }
  3457. }
  3458. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3459. {
  3460. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3461. viewState.m_alphaRef = ref/255.0f;
  3462. }
  3463. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3464. {
  3465. DX_CHECK(device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  3466. }
  3467. if (BGFX_STATE_MSAA & changedFlags)
  3468. {
  3469. DX_CHECK(device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  3470. }
  3471. if (BGFX_STATE_LINEAA & changedFlags)
  3472. {
  3473. DX_CHECK(m_device->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, !!(newFlags&BGFX_STATE_LINEAA) ) );
  3474. }
  3475. if ( (BGFX_STATE_WRITE_A|BGFX_STATE_WRITE_RGB) & changedFlags)
  3476. {
  3477. uint32_t writeEnable = 0;
  3478. writeEnable |= (newFlags&BGFX_STATE_WRITE_R) ? D3DCOLORWRITEENABLE_RED : 0;
  3479. writeEnable |= (newFlags&BGFX_STATE_WRITE_G) ? D3DCOLORWRITEENABLE_GREEN : 0;
  3480. writeEnable |= (newFlags&BGFX_STATE_WRITE_B) ? D3DCOLORWRITEENABLE_BLUE : 0;
  3481. writeEnable |= (newFlags&BGFX_STATE_WRITE_A) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  3482. DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  3483. }
  3484. if ( ( (0
  3485. | BGFX_STATE_BLEND_MASK
  3486. | BGFX_STATE_BLEND_EQUATION_MASK
  3487. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  3488. ) & changedFlags)
  3489. || blendFactor != draw.m_rgba)
  3490. {
  3491. bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3492. DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
  3493. if (m_atocSupport
  3494. && BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & changedFlags)
  3495. {
  3496. DX_CHECK(m_device->SetRenderState(D3DRS_ADAPTIVETESS_Y
  3497. , !!(newFlags&BGFX_STATE_BLEND_ALPHA_TO_COVERAGE)
  3498. ? D3DFMT_ATOC
  3499. : 0
  3500. ) );
  3501. }
  3502. if (enabled)
  3503. {
  3504. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3505. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3506. const uint32_t srcRGB = (blend )&0xf;
  3507. const uint32_t dstRGB = (blend>> 4)&0xf;
  3508. const uint32_t srcA = (blend>> 8)&0xf;
  3509. const uint32_t dstA = (blend>>12)&0xf;
  3510. const uint32_t equRGB = (equation )&0x7;
  3511. const uint32_t equA = (equation>>3)&0x7;
  3512. DX_CHECK(device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[srcRGB].m_src) );
  3513. DX_CHECK(device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dstRGB].m_dst) );
  3514. DX_CHECK(device->SetRenderState(D3DRS_BLENDOP, s_blendEquation[equRGB]) );
  3515. const bool separate = srcRGB != srcA || dstRGB != dstA || equRGB != equA;
  3516. DX_CHECK(device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, separate) );
  3517. if (separate)
  3518. {
  3519. DX_CHECK(device->SetRenderState(D3DRS_SRCBLENDALPHA, s_blendFactor[srcA].m_src) );
  3520. DX_CHECK(device->SetRenderState(D3DRS_DESTBLENDALPHA, s_blendFactor[dstA].m_dst) );
  3521. DX_CHECK(device->SetRenderState(D3DRS_BLENDOPALPHA, s_blendEquation[equA]) );
  3522. }
  3523. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3524. && blendFactor != draw.m_rgba)
  3525. {
  3526. const uint32_t rgba = draw.m_rgba;
  3527. D3DCOLOR color = D3DCOLOR_RGBA(
  3528. rgba>>24
  3529. , (rgba>>16)&0xff
  3530. , (rgba>> 8)&0xff
  3531. , (rgba )&0xff
  3532. );
  3533. DX_CHECK(device->SetRenderState(D3DRS_BLENDFACTOR, color) );
  3534. }
  3535. }
  3536. blendFactor = draw.m_rgba;
  3537. }
  3538. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3539. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3540. prim = s_primInfo[primIndex];
  3541. }
  3542. bool programChanged = false;
  3543. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  3544. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  3545. if (key.m_program.idx != currentProgram.idx)
  3546. {
  3547. currentProgram = key.m_program;
  3548. if (!isValid(currentProgram) )
  3549. {
  3550. device->SetVertexShader(NULL);
  3551. device->SetPixelShader(NULL);
  3552. }
  3553. else
  3554. {
  3555. ProgramD3D9& program = m_program[currentProgram.idx];
  3556. device->SetVertexShader(program.m_vsh->m_vertexShader);
  3557. device->SetPixelShader(NULL == program.m_fsh
  3558. ? NULL
  3559. : program.m_fsh->m_pixelShader
  3560. );
  3561. }
  3562. programChanged =
  3563. constantsChanged = true;
  3564. }
  3565. if (isValid(currentProgram) )
  3566. {
  3567. ProgramD3D9& program = m_program[currentProgram.idx];
  3568. if (constantsChanged)
  3569. {
  3570. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  3571. if (NULL != vcb)
  3572. {
  3573. commit(*vcb);
  3574. }
  3575. if (NULL != program.m_fsh)
  3576. {
  3577. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  3578. if (NULL != fcb)
  3579. {
  3580. commit(*fcb);
  3581. }
  3582. }
  3583. }
  3584. viewState.setPredefined<4>(this, view, program, _render, draw);
  3585. }
  3586. {
  3587. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3588. {
  3589. const Binding& bind = renderBind.m_bind[stage];
  3590. Binding& current = currentBind.m_bind[stage];
  3591. if (current.m_idx != bind.m_idx
  3592. || current.m_samplerFlags != bind.m_samplerFlags
  3593. || programChanged)
  3594. {
  3595. if (kInvalidHandle != bind.m_idx)
  3596. {
  3597. m_textures[bind.m_idx].commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  3598. }
  3599. else
  3600. {
  3601. DX_CHECK(device->SetTexture(stage, NULL) );
  3602. }
  3603. }
  3604. current = bind;
  3605. }
  3606. }
  3607. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  3608. if (programChanged
  3609. || vertexStreamChanged)
  3610. {
  3611. currentState.m_streamMask = draw.m_streamMask;
  3612. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3613. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3614. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3615. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  3616. const bool instanced = true
  3617. && isValid(draw.m_instanceDataBuffer)
  3618. && m_instancingSupport
  3619. ;
  3620. const uint32_t freq = instanced
  3621. ? D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances
  3622. : 1
  3623. ;
  3624. uint32_t numVertices = draw.m_numVertices;
  3625. uint8_t numStreams = 0;
  3626. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  3627. ; 0 != streamMask
  3628. ; streamMask >>= 1, idx += 1, ++numStreams
  3629. )
  3630. {
  3631. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3632. streamMask >>= ntz;
  3633. idx += ntz;
  3634. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  3635. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  3636. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  3637. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  3638. const VertexBufferD3D9& vb = m_vertexBuffers[handle];
  3639. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  3640. ? draw.m_stream[idx].m_layoutHandle.idx
  3641. : vb.m_layoutHandle.idx;
  3642. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  3643. const uint32_t stride = layout.m_stride;
  3644. layouts[numStreams] = &layout;
  3645. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  3646. ? vb.m_size/stride
  3647. : draw.m_numVertices
  3648. , numVertices
  3649. );
  3650. DX_CHECK(device->SetStreamSourceFreq(0, freq) );
  3651. DX_CHECK(device->SetStreamSource(numStreams, vb.m_ptr, 0, stride) );
  3652. }
  3653. if (0 < numStreams)
  3654. {
  3655. if (instanced)
  3656. {
  3657. const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3658. DX_CHECK(device->SetStreamSourceFreq(numStreams, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
  3659. DX_CHECK(device->SetStreamSource(numStreams, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
  3660. setInputLayout(numStreams, layouts, draw.m_instanceDataStride/16);
  3661. }
  3662. else
  3663. {
  3664. DX_CHECK(device->SetStreamSource(numStreams, NULL, 0, 0) );
  3665. setInputLayout(numStreams, layouts, 0);
  3666. }
  3667. }
  3668. else
  3669. {
  3670. DX_CHECK(device->SetStreamSource(0, NULL, 0, 0) );
  3671. DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
  3672. }
  3673. }
  3674. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3675. {
  3676. currentState.m_indexBuffer = draw.m_indexBuffer;
  3677. uint16_t handle = draw.m_indexBuffer.idx;
  3678. if (kInvalidHandle != handle)
  3679. {
  3680. const IndexBufferD3D9& ib = m_indexBuffers[handle];
  3681. DX_CHECK(device->SetIndices(ib.m_ptr) );
  3682. }
  3683. else
  3684. {
  3685. DX_CHECK(device->SetIndices(NULL) );
  3686. }
  3687. }
  3688. if (0 != currentState.m_streamMask)
  3689. {
  3690. uint32_t numVertices = draw.m_numVertices;
  3691. uint32_t numIndices = 0;
  3692. uint32_t numPrimsSubmitted = 0;
  3693. uint32_t numInstances = 0;
  3694. uint32_t numPrimsRendered = 0;
  3695. if (hasOcclusionQuery)
  3696. {
  3697. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  3698. }
  3699. if (isValid(draw.m_indexBuffer) )
  3700. {
  3701. if (UINT32_MAX == draw.m_numIndices)
  3702. {
  3703. const IndexBufferD3D9& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3704. const bool isIndex16 = draw.isIndex16();
  3705. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3706. numIndices = ib.m_size/indexSize;
  3707. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3708. numInstances = draw.m_numInstances;
  3709. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3710. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3711. , draw.m_stream[0].m_startVertex
  3712. , 0
  3713. , numVertices
  3714. , 0
  3715. , numPrimsSubmitted
  3716. ) );
  3717. }
  3718. else if (prim.m_min <= draw.m_numIndices)
  3719. {
  3720. numIndices = draw.m_numIndices;
  3721. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  3722. numInstances = draw.m_numInstances;
  3723. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3724. DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
  3725. , draw.m_stream[0].m_startVertex
  3726. , 0
  3727. , numVertices
  3728. , draw.m_startIndex
  3729. , numPrimsSubmitted
  3730. ) );
  3731. }
  3732. }
  3733. else
  3734. {
  3735. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  3736. numInstances = draw.m_numInstances;
  3737. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  3738. DX_CHECK(device->DrawPrimitive(prim.m_type
  3739. , draw.m_stream[0].m_startVertex
  3740. , numPrimsSubmitted
  3741. ) );
  3742. }
  3743. if (hasOcclusionQuery)
  3744. {
  3745. m_occlusionQuery.end();
  3746. }
  3747. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  3748. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  3749. statsNumInstances[primIndex] += numInstances;
  3750. statsNumIndices += numIndices;
  3751. }
  3752. }
  3753. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  3754. if (0 < _render->m_numRenderItems)
  3755. {
  3756. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  3757. {
  3758. flush();
  3759. }
  3760. captureElapsed = -bx::getHPCounter();
  3761. capture();
  3762. captureElapsed += bx::getHPCounter();
  3763. profiler.end();
  3764. }
  3765. }
  3766. BGFX_D3D9_PROFILER_END();
  3767. int64_t timeEnd = bx::getHPCounter();
  3768. int64_t frameTime = timeEnd - timeBegin;
  3769. static int64_t min = frameTime;
  3770. static int64_t max = frameTime;
  3771. min = min > frameTime ? frameTime : min;
  3772. max = max < frameTime ? frameTime : max;
  3773. static uint32_t maxGpuLatency = 0;
  3774. static double maxGpuElapsed = 0.0f;
  3775. double elapsedGpuMs = 0.0;
  3776. if (UINT32_MAX != frameQueryIdx)
  3777. {
  3778. m_gpuTimer.end(frameQueryIdx);
  3779. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3780. double toGpuMs = 1000.0 / double(result.m_frequency);
  3781. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  3782. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  3783. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  3784. }
  3785. const int64_t timerFreq = bx::getHPFrequency();
  3786. Stats& perfStats = _render->m_perfStats;
  3787. perfStats.cpuTimeBegin = timeBegin;
  3788. perfStats.cpuTimeEnd = timeEnd;
  3789. perfStats.cpuTimerFreq = timerFreq;
  3790. const TimerQueryD3D9::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  3791. perfStats.gpuTimeBegin = result.m_begin;
  3792. perfStats.gpuTimeEnd = result.m_end;
  3793. perfStats.gpuTimerFreq = result.m_frequency;
  3794. perfStats.numDraw = statsKeyType[0];
  3795. perfStats.numCompute = statsKeyType[1];
  3796. perfStats.numBlit = _render->m_numBlitItems;
  3797. perfStats.maxGpuLatency = maxGpuLatency;
  3798. perfStats.gpuFrameNum = result.m_frameNum;
  3799. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  3800. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  3801. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3802. {
  3803. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  3804. m_needPresent = true;
  3805. TextVideoMem& tvm = m_textVideoMem;
  3806. static int64_t next = timeEnd;
  3807. if (timeEnd >= next)
  3808. {
  3809. next = timeEnd + timerFreq;
  3810. double freq = double(timerFreq);
  3811. double toMs = 1000.0/freq;
  3812. tvm.clear();
  3813. uint16_t pos = 0;
  3814. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  3815. , " %s / " BX_COMPILER_NAME
  3816. " / " BX_CPU_NAME
  3817. " / " BX_ARCH_NAME
  3818. " / " BX_PLATFORM_NAME
  3819. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  3820. , getRendererName()
  3821. , BGFX_API_VERSION
  3822. , BGFX_REV_NUMBER
  3823. );
  3824. const D3DADAPTER_IDENTIFIER9& identifier = m_identifier;
  3825. tvm.printf(0, pos++, 0x8f, " Device: %s (%s)", identifier.Description, identifier.Driver);
  3826. char processMemoryUsed[16];
  3827. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  3828. tvm.printf(0, pos++, 0x8f, " Memory: %s (process) ", processMemoryUsed);
  3829. pos = 10;
  3830. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3831. , double(frameTime)*toMs
  3832. , double(min)*toMs
  3833. , double(max)*toMs
  3834. , freq/frameTime
  3835. );
  3836. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3837. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  3838. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3839. , 0 != msaa ? '\xfe' : ' '
  3840. , 1<<msaa
  3841. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  3842. );
  3843. double elapsedCpuMs = double(frameTime)*toMs;
  3844. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d)"
  3845. , _render->m_numRenderItems
  3846. , statsKeyType[0]
  3847. , statsKeyType[1]
  3848. , elapsedCpuMs
  3849. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  3850. , maxGpuElapsed
  3851. , maxGpuLatency
  3852. );
  3853. maxGpuLatency = 0;
  3854. maxGpuElapsed = 0.0;
  3855. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  3856. {
  3857. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d"
  3858. , getName(Topology::Enum(ii) )
  3859. , statsNumPrimsRendered[ii]
  3860. , statsNumInstances[ii]
  3861. , statsNumPrimsSubmitted[ii]
  3862. );
  3863. }
  3864. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  3865. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  3866. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  3867. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  3868. pos++;
  3869. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  3870. pos++;
  3871. tvm.printf(10, pos++, 0x8b, " State cache: ");
  3872. tvm.printf(10, pos++, 0x8b, " Input ");
  3873. tvm.printf(10, pos++, 0x8b, " %6d "
  3874. , m_inputLayoutCache.getCount()
  3875. );
  3876. pos++;
  3877. double captureMs = double(captureElapsed)*toMs;
  3878. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms]", captureMs);
  3879. uint8_t attr[2] = { 0x8c, 0x8a };
  3880. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  3881. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms]", _render->m_waitSubmit*toMs);
  3882. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms]", _render->m_waitRender*toMs);
  3883. min = frameTime;
  3884. max = frameTime;
  3885. }
  3886. blit(this, _textVideoMemBlitter, tvm);
  3887. BGFX_D3D9_PROFILER_END();
  3888. }
  3889. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  3890. {
  3891. BGFX_D3D9_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  3892. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  3893. BGFX_D3D9_PROFILER_END();
  3894. }
  3895. device->EndScene();
  3896. }
  3897. } /* namespace d3d9 */ } // namespace bgfx
  3898. #else
  3899. namespace bgfx { namespace d3d9
  3900. {
  3901. RendererContextI* rendererCreate(const Init& _init)
  3902. {
  3903. BX_UNUSED(_init);
  3904. return NULL;
  3905. }
  3906. void rendererDestroy()
  3907. {
  3908. }
  3909. } /* namespace d3d9 */ } // namespace bgfx
  3910. #endif // BGFX_CONFIG_RENDERER_DIRECT3D9