renderer_d3d9.cpp 65 KB

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  1. /*
  2. * Copyright 2011-2012 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D
  7. # include "renderer_d3d9.h"
  8. namespace bgfx
  9. {
  10. static const D3DPRIMITIVETYPE s_primType[] =
  11. {
  12. D3DPT_TRIANGLELIST,
  13. D3DPT_LINELIST,
  14. D3DPT_POINTLIST,
  15. };
  16. static const uint32_t s_primNumVerts[] =
  17. {
  18. 3,
  19. 2,
  20. 1,
  21. };
  22. static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
  23. {
  24. D3DMULTISAMPLE_NONE,
  25. D3DMULTISAMPLE_2_SAMPLES,
  26. D3DMULTISAMPLE_4_SAMPLES,
  27. D3DMULTISAMPLE_8_SAMPLES,
  28. D3DMULTISAMPLE_16_SAMPLES,
  29. };
  30. static Msaa s_msaa[] =
  31. {
  32. { D3DMULTISAMPLE_NONE, 0 },
  33. { D3DMULTISAMPLE_2_SAMPLES, 0 },
  34. { D3DMULTISAMPLE_4_SAMPLES, 0 },
  35. { D3DMULTISAMPLE_8_SAMPLES, 0 },
  36. { D3DMULTISAMPLE_16_SAMPLES, 0 },
  37. };
  38. static const D3DBLEND s_blendFactor[] =
  39. {
  40. (D3DBLEND)0, // ignored
  41. D3DBLEND_ZERO,
  42. D3DBLEND_ONE,
  43. D3DBLEND_SRCCOLOR,
  44. D3DBLEND_INVSRCCOLOR,
  45. D3DBLEND_SRCALPHA,
  46. D3DBLEND_INVSRCALPHA,
  47. D3DBLEND_DESTALPHA,
  48. D3DBLEND_INVDESTALPHA,
  49. D3DBLEND_DESTCOLOR,
  50. D3DBLEND_INVDESTCOLOR,
  51. D3DBLEND_SRCALPHASAT,
  52. };
  53. static const D3DCMPFUNC s_depthFunc[] =
  54. {
  55. (D3DCMPFUNC)0, // ignored
  56. D3DCMP_LESS,
  57. D3DCMP_LESSEQUAL,
  58. D3DCMP_EQUAL,
  59. D3DCMP_GREATEREQUAL,
  60. D3DCMP_GREATER,
  61. D3DCMP_NOTEQUAL,
  62. D3DCMP_NEVER,
  63. D3DCMP_ALWAYS,
  64. };
  65. static const D3DCULL s_cullMode[] =
  66. {
  67. D3DCULL_NONE,
  68. D3DCULL_CW,
  69. D3DCULL_CCW,
  70. };
  71. static const D3DFORMAT s_checkColorFormats[] =
  72. {
  73. D3DFMT_UNKNOWN,
  74. D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
  75. D3DFMT_R32F, D3DFMT_R16F, D3DFMT_G16R16, D3DFMT_A8R8G8B8, D3DFMT_UNKNOWN,
  76. D3DFMT_UNKNOWN, // terminator
  77. };
  78. static D3DFORMAT s_colorFormat[] =
  79. {
  80. D3DFMT_UNKNOWN, // ignored
  81. D3DFMT_A8R8G8B8,
  82. D3DFMT_R32F,
  83. };
  84. static const D3DFORMAT s_depthFormat[] =
  85. {
  86. D3DFMT_UNKNOWN, // ignored
  87. D3DFMT_D24S8,
  88. };
  89. static const D3DTEXTUREADDRESS s_textureAddress[] =
  90. {
  91. D3DTADDRESS_WRAP,
  92. D3DTADDRESS_MIRROR,
  93. D3DTADDRESS_CLAMP,
  94. };
  95. static const D3DTEXTUREFILTERTYPE s_textureFilter[] =
  96. {
  97. D3DTEXF_LINEAR,
  98. D3DTEXF_POINT,
  99. D3DTEXF_ANISOTROPIC,
  100. };
  101. struct TextureFormatInfo
  102. {
  103. D3DFORMAT m_fmt;
  104. uint8_t m_bpp;
  105. };
  106. static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  107. {
  108. { D3DFMT_DXT1, 1 },
  109. { D3DFMT_DXT3, 1 },
  110. { D3DFMT_DXT5, 1 },
  111. { D3DFMT_UNKNOWN, 0 },
  112. { D3DFMT_L8, 1 },
  113. { D3DFMT_X8R8G8B8, 4 },
  114. { D3DFMT_A8R8G8B8, 4 },
  115. { D3DFMT_A16B16G16R16, 8 },
  116. };
  117. struct RendererContext
  118. {
  119. RendererContext()
  120. : m_flags(BGFX_RESET_NONE)
  121. , m_initialized(false)
  122. , m_fmtNULL(false)
  123. , m_fmtDF16(false)
  124. , m_fmtDF24(false)
  125. , m_fmtINTZ(false)
  126. , m_fmtRAWZ(false)
  127. , m_rtMsaa(false)
  128. {
  129. m_rt.idx = invalidHandle;
  130. }
  131. void init()
  132. {
  133. D3DFORMAT adapterFormat = D3DFMT_X8R8G8B8;
  134. // http://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx
  135. memset(&m_params, 0, sizeof(m_params) );
  136. m_params.BackBufferWidth = BGFX_DEFAULT_WIDTH;
  137. m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
  138. m_params.BackBufferFormat = adapterFormat;
  139. m_params.BackBufferCount = 1;
  140. m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
  141. m_params.MultiSampleQuality = 0;
  142. m_params.EnableAutoDepthStencil = TRUE;
  143. m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
  144. m_params.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
  145. #if BX_PLATFORM_WINDOWS
  146. m_params.FullScreen_RefreshRateInHz = 0;
  147. m_params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  148. m_params.SwapEffect = D3DSWAPEFFECT_DISCARD;
  149. m_params.hDeviceWindow = g_bgfxHwnd;
  150. m_params.Windowed = true;
  151. RECT rect;
  152. GetWindowRect(g_bgfxHwnd, &rect);
  153. m_params.BackBufferWidth = rect.right-rect.left;
  154. m_params.BackBufferHeight = rect.bottom-rect.top;
  155. m_d3d9dll = LoadLibrary("d3d9.dll");
  156. BGFX_FATAL(NULL != m_d3d9dll, bgfx::Fatal::D3D9_UnableToCreateInterface, "Failed to load d3d9.dll.");
  157. m_D3DPERF_SetMarker = (D3DPERF_SetMarkerFunc)GetProcAddress(m_d3d9dll, "D3DPERF_SetMarker");
  158. m_D3DPERF_BeginEvent = (D3DPERF_BeginEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_BeginEvent");
  159. m_D3DPERF_EndEvent = (D3DPERF_EndEventFunc)GetProcAddress(m_d3d9dll, "D3DPERF_EndEvent");
  160. #if BGFX_CONFIG_RENDERER_DIRECT3D_EX
  161. Direct3DCreate9ExFunc direct3DCreate9Ex = (Direct3DCreate9ExFunc)GetProcAddress(m_d3d9dll, "Direct3DCreate9Ex");
  162. BGFX_FATAL(NULL != direct3DCreate9Ex, bgfx::Fatal::D3D9_UnableToCreateInterface, "Function Direct3DCreate9Ex not found.");
  163. direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d9);
  164. #else
  165. Direct3DCreate9Func direct3DCreate9 = (Direct3DCreate9Func)GetProcAddress(m_d3d9dll, "Direct3DCreate9");
  166. BGFX_FATAL(NULL != direct3DCreate9, bgfx::Fatal::D3D9_UnableToCreateInterface, "Function Direct3DCreate9 not found.");
  167. m_d3d9 = direct3DCreate9(D3D_SDK_VERSION);
  168. #endif // defined(D3D_DISABLE_9EX)
  169. BGFX_FATAL(m_d3d9, bgfx::Fatal::D3D9_UnableToCreateInterface, "Unable to create Direct3D.");
  170. m_adapter = D3DADAPTER_DEFAULT;
  171. m_deviceType = D3DDEVTYPE_HAL;
  172. uint32_t adapterCount = m_d3d9->GetAdapterCount();
  173. for (uint32_t ii = 0; ii < adapterCount; ++ii)
  174. {
  175. D3DADAPTER_IDENTIFIER9 identifier;
  176. DX_CHECK(m_d3d9->GetAdapterIdentifier(ii, 0, &identifier) );
  177. BX_TRACE("Adapter #%d", ii);
  178. BX_TRACE("\tDriver: %s", identifier.Driver);
  179. BX_TRACE("\tDescription: %s", identifier.Description);
  180. BX_TRACE("\tDeviceName: %s", identifier.DeviceName);
  181. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  182. , identifier.VendorId
  183. , identifier.DeviceId
  184. , identifier.SubSysId
  185. , identifier.Revision
  186. );
  187. #if BGFX_CONFIG_DEBUG_PERFHUD
  188. if (0 != strstr(identifier.Description, "PerfHUD") )
  189. {
  190. m_adapter = ii;
  191. m_deviceType = D3DDEVTYPE_REF;
  192. }
  193. #endif // BGFX_CONFIG_DEBUG_PERFHUD
  194. }
  195. uint32_t behaviorFlags[] =
  196. {
  197. D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE,
  198. D3DCREATE_MIXED_VERTEXPROCESSING,
  199. D3DCREATE_SOFTWARE_VERTEXPROCESSING,
  200. };
  201. for (uint32_t ii = 0; ii < countof(behaviorFlags) && NULL == m_device; ++ii)
  202. {
  203. #if BGFX_CONFIG_RENDERER_DIRECT3D_EX
  204. DX_CHECK(m_d3d9->CreateDeviceEx(m_adapter
  205. , m_deviceType
  206. , g_bgfxHwnd
  207. , behaviorFlags[ii]
  208. , &m_params
  209. , NULL
  210. , &m_device
  211. ) );
  212. #else
  213. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  214. , m_deviceType
  215. , g_bgfxHwnd
  216. , behaviorFlags[ii]
  217. , &m_params
  218. , &m_device
  219. ) );
  220. #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX
  221. }
  222. BGFX_FATAL(m_device, bgfx::Fatal::D3D9_UnableToCreateDevice, "Unable to create Direct3D9 device.");
  223. DX_CHECK(m_device->GetDeviceCaps(&m_caps) );
  224. // For shit GPUs that can create DX9 device but can't do simple stuff. GTFO!
  225. BGFX_FATAL( (D3DPTEXTURECAPS_SQUAREONLY & m_caps.TextureCaps) == 0, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_SQUAREONLY");
  226. BGFX_FATAL( (D3DPTEXTURECAPS_MIPMAP & m_caps.TextureCaps) == D3DPTEXTURECAPS_MIPMAP, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_MIPMAP");
  227. BGFX_FATAL( (D3DPTEXTURECAPS_ALPHA & m_caps.TextureCaps) == D3DPTEXTURECAPS_ALPHA, bgfx::Fatal::MinimumRequiredSpecs, "D3DPTEXTURECAPS_ALPHA");
  228. BGFX_FATAL(m_caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && m_caps.PixelShaderVersion >= D3DPS_VERSION(2, 1)
  229. , bgfx::Fatal::MinimumRequiredSpecs
  230. , "Shader Model Version (vs: %x, ps: %x)."
  231. , m_caps.VertexShaderVersion
  232. , m_caps.PixelShaderVersion
  233. );
  234. BGFX_FATAL(m_caps.MaxTextureWidth >= 2048 && m_caps.MaxTextureHeight >= 2048
  235. , bgfx::Fatal::MinimumRequiredSpecs
  236. , "Maximum texture size is below 2048 (w: %d, h: %d)."
  237. , m_caps.MaxTextureWidth
  238. , m_caps.MaxTextureHeight
  239. );
  240. BX_TRACE("Max vertex shader 3.0 instr. slots: %d", m_caps.MaxVertexShader30InstructionSlots);
  241. BX_TRACE("Max vertex shader constants: %d", m_caps.MaxVertexShaderConst);
  242. BX_TRACE("Max fragment shader 2.0 instr. slots: %d", m_caps.PS20Caps.NumInstructionSlots);
  243. BX_TRACE("Max fragment shader 3.0 instr. slots: %d", m_caps.MaxPixelShader30InstructionSlots);
  244. m_fmtNULL = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_NULL) );
  245. m_fmtDF16 = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_DF16) );
  246. m_fmtDF24 = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_DF24) );
  247. m_fmtINTZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_INTZ) );
  248. m_fmtRAWZ = SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_RAWZ) );
  249. uint32_t index = 1;
  250. for (const D3DFORMAT* fmt = &s_checkColorFormats[index]; *fmt != D3DFMT_UNKNOWN; ++fmt, ++index)
  251. {
  252. for (; *fmt != D3DFMT_UNKNOWN; ++fmt)
  253. {
  254. if (SUCCEEDED(m_d3d9->CheckDeviceFormat(m_adapter, m_deviceType, adapterFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, *fmt) ) )
  255. {
  256. s_colorFormat[index] = *fmt;
  257. break;
  258. }
  259. }
  260. for (; *fmt != D3DFMT_UNKNOWN; ++fmt);
  261. }
  262. m_fmtDepth = D3DFMT_D24S8;
  263. #elif BX_PLATFORM_XBOX360
  264. m_params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  265. m_params.DisableAutoBackBuffer = FALSE;
  266. m_params.DisableAutoFrontBuffer = FALSE;
  267. m_params.FrontBufferFormat = D3DFMT_X8R8G8B8;
  268. m_params.FrontBufferColorSpace = D3DCOLORSPACE_RGB;
  269. m_d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
  270. BX_TRACE("Creating D3D9 %p", m_d3d9);
  271. XVIDEO_MODE videoMode;
  272. XGetVideoMode(&videoMode);
  273. if (!videoMode.fIsWideScreen)
  274. {
  275. m_params.Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
  276. }
  277. BX_TRACE("Creating device");
  278. DX_CHECK(m_d3d9->CreateDevice(m_adapter
  279. , m_deviceType
  280. , NULL
  281. , D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_BUFFER_2_FRAMES
  282. , &m_params
  283. , &m_device
  284. ) );
  285. BX_TRACE("Device %p", m_device);
  286. m_fmtDepth = D3DFMT_D24FS8;
  287. #endif // BX_PLATFORM_WINDOWS
  288. postReset();
  289. m_initialized = true;
  290. }
  291. void shutdown()
  292. {
  293. preReset();
  294. DX_RELEASE(m_device, 0);
  295. DX_RELEASE(m_d3d9, 0);
  296. #if BX_PLATFORM_WINDOWS
  297. FreeLibrary(m_d3d9dll);
  298. #endif // BX_PLATFORM_WINDOWS
  299. m_initialized = false;
  300. }
  301. void updateMsaa()
  302. {
  303. for (uint32_t ii = 1, last = 0; ii < countof(s_checkMsaa); ++ii)
  304. {
  305. D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
  306. DWORD quality;
  307. HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
  308. , m_deviceType
  309. , m_params.BackBufferFormat
  310. , m_params.Windowed
  311. , msaa
  312. , &quality
  313. );
  314. if (SUCCEEDED(hr) )
  315. {
  316. s_msaa[ii].m_type = msaa;
  317. s_msaa[ii].m_quality = uint32_imax(0, quality-1);
  318. last = ii;
  319. }
  320. else
  321. {
  322. s_msaa[ii] = s_msaa[last];
  323. }
  324. }
  325. }
  326. void updateResolution(const Resolution& _resolution)
  327. {
  328. if (m_params.BackBufferWidth != _resolution.m_width
  329. || m_params.BackBufferHeight != _resolution.m_height
  330. || m_flags != _resolution.m_flags)
  331. {
  332. m_flags = _resolution.m_flags;
  333. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  334. m_textVideoMem.clear();
  335. #if BX_PLATFORM_WINDOWS
  336. D3DDEVICE_CREATION_PARAMETERS dcp;
  337. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  338. D3DDISPLAYMODE dm;
  339. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  340. m_params.BackBufferFormat = dm.Format;
  341. #endif // BX_PLATFORM_WINDOWS
  342. m_params.BackBufferWidth = _resolution.m_width;
  343. m_params.BackBufferHeight = _resolution.m_height;
  344. m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
  345. m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
  346. updateMsaa();
  347. Msaa& msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  348. m_params.MultiSampleType = msaa.m_type;
  349. m_params.MultiSampleQuality = msaa.m_quality;
  350. preReset();
  351. DX_CHECK(m_device->Reset(&m_params) );
  352. postReset();
  353. }
  354. }
  355. void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
  356. {
  357. if (_rt.idx == invalidHandle)
  358. {
  359. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  360. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  361. }
  362. else
  363. {
  364. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  365. if (NULL != renderTarget.m_rt)
  366. {
  367. DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_rt) );
  368. }
  369. else
  370. {
  371. DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_color) );
  372. }
  373. DX_CHECK(m_device->SetDepthStencilSurface(NULL != renderTarget.m_depth ? renderTarget.m_depth : m_backBufferDepthStencil) );
  374. }
  375. if (m_rt.idx != invalidHandle
  376. && m_rt.idx != _rt.idx
  377. && m_rtMsaa)
  378. {
  379. RenderTarget& renderTarget = m_renderTargets[m_rt.idx];
  380. if (!renderTarget.m_depthOnly
  381. && renderTarget.m_rt != NULL)
  382. {
  383. renderTarget.resolve();
  384. }
  385. }
  386. m_rt = _rt;
  387. m_rtMsaa = _msaa;
  388. }
  389. void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs)
  390. {
  391. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  392. {
  393. DX_CHECK(m_device->SetPixelShaderConstantF(_regIndex, _val, _numRegs) );
  394. }
  395. else
  396. {
  397. DX_CHECK(m_device->SetVertexShaderConstantF(_regIndex, _val, _numRegs) );
  398. }
  399. }
  400. void reset()
  401. {
  402. preReset();
  403. HRESULT hr;
  404. do
  405. {
  406. hr = m_device->Reset(&m_params);
  407. } while (FAILED(hr) );
  408. postReset();
  409. }
  410. bool isLost(HRESULT _hr) const
  411. {
  412. return D3DERR_DEVICELOST == _hr
  413. || D3DERR_DRIVERINTERNALERROR == _hr
  414. #if !defined(D3D_DISABLE_9EX)
  415. || D3DERR_DEVICEHUNG == _hr
  416. || D3DERR_DEVICEREMOVED == _hr
  417. #endif // !defined(D3D_DISABLE_9EX)
  418. ;
  419. }
  420. void flip()
  421. {
  422. if (NULL != m_device)
  423. {
  424. #if BGFX_CONFIG_RENDERER_DIRECT3D_EX
  425. DX_CHECK(m_device->WaitForVBlank(0) );
  426. #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX
  427. HRESULT hr;
  428. hr = m_device->Present(NULL, NULL, NULL, NULL);
  429. #if BX_PLATFORM_WINDOWS
  430. if (isLost(hr) )
  431. {
  432. do
  433. {
  434. do
  435. {
  436. hr = m_device->TestCooperativeLevel();
  437. }
  438. while (D3DERR_DEVICENOTRESET != hr);
  439. reset();
  440. hr = m_device->TestCooperativeLevel();
  441. }
  442. while (FAILED(hr) );
  443. }
  444. else if (FAILED(hr) )
  445. {
  446. BX_TRACE("Present failed with err 0x%08x.", hr);
  447. }
  448. #endif // BX_PLATFORM_
  449. }
  450. }
  451. void preReset()
  452. {
  453. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  454. {
  455. DX_CHECK(m_device->SetTexture(stage, NULL) );
  456. }
  457. DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
  458. DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
  459. DX_CHECK(m_device->SetVertexShader(NULL) );
  460. DX_CHECK(m_device->SetPixelShader(NULL) );
  461. DX_CHECK(m_device->SetStreamSource(0, NULL, 0, 0) );
  462. DX_CHECK(m_device->SetIndices(NULL) );
  463. DX_RELEASE(m_backBufferColor, 0);
  464. DX_RELEASE(m_backBufferDepthStencil, 0);
  465. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  466. {
  467. m_indexBuffers[ii].preReset();
  468. }
  469. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  470. {
  471. m_vertexBuffers[ii].preReset();
  472. }
  473. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  474. {
  475. m_renderTargets[ii].preReset();
  476. }
  477. }
  478. void postReset()
  479. {
  480. DX_CHECK(m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &m_backBufferColor) );
  481. DX_CHECK(m_device->GetDepthStencilSurface(&m_backBufferDepthStencil) );
  482. for (uint32_t ii = 0; ii < countof(m_indexBuffers); ++ii)
  483. {
  484. m_indexBuffers[ii].postReset();
  485. }
  486. for (uint32_t ii = 0; ii < countof(m_vertexBuffers); ++ii)
  487. {
  488. m_vertexBuffers[ii].postReset();
  489. }
  490. for (uint32_t ii = 0; ii < countof(m_renderTargets); ++ii)
  491. {
  492. m_renderTargets[ii].postReset();
  493. }
  494. }
  495. void saveScreenShot(Memory* _mem)
  496. {
  497. #if BX_PLATFORM_WINDOWS
  498. IDirect3DSurface9* surface;
  499. D3DDEVICE_CREATION_PARAMETERS dcp;
  500. DX_CHECK(m_device->GetCreationParameters(&dcp) );
  501. D3DDISPLAYMODE dm;
  502. DX_CHECK(m_d3d9->GetAdapterDisplayMode(dcp.AdapterOrdinal, &dm) );
  503. DX_CHECK(m_device->CreateOffscreenPlainSurface(dm.Width
  504. , dm.Height
  505. , D3DFMT_A8R8G8B8
  506. , D3DPOOL_SCRATCH
  507. , &surface
  508. , NULL
  509. ) );
  510. DX_CHECK(m_device->GetFrontBufferData(0, surface) );
  511. D3DLOCKED_RECT rect;
  512. DX_CHECK(surface->LockRect(&rect
  513. , NULL
  514. , D3DLOCK_NO_DIRTY_UPDATE|D3DLOCK_NOSYSLOCK|D3DLOCK_READONLY
  515. ) );
  516. RECT rc;
  517. GetClientRect(g_bgfxHwnd, &rc);
  518. POINT point;
  519. point.x = rc.left;
  520. point.y = rc.top;
  521. ClientToScreen(g_bgfxHwnd, &point);
  522. uint8_t* data = (uint8_t*)rect.pBits;
  523. uint32_t bpp = rect.Pitch/dm.Width;
  524. saveTga( (const char*)_mem->data, m_params.BackBufferWidth, m_params.BackBufferHeight, rect.Pitch, &data[point.y*rect.Pitch+point.x*bpp]);
  525. DX_CHECK(surface->UnlockRect() );
  526. DX_RELEASE(surface, 0);
  527. #endif // BX_PLATFORM_WINDOWS
  528. }
  529. #if BX_PLATFORM_WINDOWS
  530. D3DCAPS9 m_caps;
  531. D3DPERF_SetMarkerFunc m_D3DPERF_SetMarker;
  532. D3DPERF_BeginEventFunc m_D3DPERF_BeginEvent;
  533. D3DPERF_EndEventFunc m_D3DPERF_EndEvent;
  534. #endif // BX_PLATFORM_WINDOWS
  535. #if BGFX_CONFIG_RENDERER_DIRECT3D_EX
  536. IDirect3D9Ex* m_d3d9;
  537. IDirect3DDevice9Ex* m_device;
  538. #else
  539. IDirect3D9* m_d3d9;
  540. IDirect3DDevice9* m_device;
  541. #endif // BGFX_CONFIG_RENDERER_DIRECT3D_EX
  542. IDirect3DSurface9* m_backBufferColor;
  543. IDirect3DSurface9* m_backBufferDepthStencil;
  544. HMODULE m_d3d9dll;
  545. uint32_t m_adapter;
  546. D3DDEVTYPE m_deviceType;
  547. D3DPRESENT_PARAMETERS m_params;
  548. uint32_t m_flags;
  549. bool m_initialized;
  550. bool m_fmtNULL;
  551. bool m_fmtDF16;
  552. bool m_fmtDF24;
  553. bool m_fmtINTZ;
  554. bool m_fmtRAWZ;
  555. D3DFORMAT m_fmtDepth;
  556. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  557. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  558. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  559. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  560. Material m_materials[BGFX_CONFIG_MAX_MATERIALS];
  561. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  562. VertexDeclaration m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  563. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  564. UniformRegistry m_uniformReg;
  565. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  566. TextVideoMem m_textVideoMem;
  567. RenderTargetHandle m_rt;
  568. bool m_rtMsaa;
  569. };
  570. static RendererContext s_renderCtx;
  571. void IndexBuffer::create(uint32_t _size, void* _data)
  572. {
  573. m_size = _size;
  574. m_dynamic = NULL == _data;
  575. uint32_t usage = D3DUSAGE_WRITEONLY;
  576. D3DPOOL pool = D3DPOOL_MANAGED;
  577. if (m_dynamic)
  578. {
  579. usage |= D3DUSAGE_DYNAMIC;
  580. pool = D3DPOOL_DEFAULT;
  581. }
  582. DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size
  583. , usage
  584. , D3DFMT_INDEX16
  585. , pool
  586. , &m_ptr
  587. , NULL
  588. ) );
  589. if (NULL != _data)
  590. {
  591. update(0, _size, _data);
  592. }
  593. }
  594. void IndexBuffer::preReset()
  595. {
  596. if (m_dynamic)
  597. {
  598. DX_RELEASE(m_ptr, 0);
  599. }
  600. }
  601. void IndexBuffer::postReset()
  602. {
  603. if (m_dynamic)
  604. {
  605. DX_CHECK(s_renderCtx.m_device->CreateIndexBuffer(m_size
  606. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  607. , D3DFMT_INDEX16
  608. , D3DPOOL_DEFAULT
  609. , &m_ptr
  610. , NULL
  611. ) );
  612. }
  613. }
  614. void VertexBuffer::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
  615. {
  616. m_size = _size;
  617. m_decl = _declHandle;
  618. m_dynamic = NULL == _data;
  619. uint32_t usage = D3DUSAGE_WRITEONLY;
  620. D3DPOOL pool = D3DPOOL_MANAGED;
  621. if (m_dynamic)
  622. {
  623. usage |= D3DUSAGE_DYNAMIC;
  624. pool = D3DPOOL_DEFAULT;
  625. }
  626. DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size
  627. , usage
  628. , 0
  629. , pool
  630. , &m_ptr
  631. , NULL
  632. ) );
  633. if (NULL != _data)
  634. {
  635. update(0, _size, _data);
  636. }
  637. }
  638. void VertexBuffer::preReset()
  639. {
  640. if (m_dynamic)
  641. {
  642. DX_RELEASE(m_ptr, 0);
  643. }
  644. }
  645. void VertexBuffer::postReset()
  646. {
  647. if (m_dynamic)
  648. {
  649. DX_CHECK(s_renderCtx.m_device->CreateVertexBuffer(m_size
  650. , D3DUSAGE_WRITEONLY|D3DUSAGE_DYNAMIC
  651. , 0
  652. , D3DPOOL_DEFAULT
  653. , &m_ptr
  654. , NULL
  655. ) );
  656. }
  657. }
  658. static const D3DVERTEXELEMENT9 s_attrib[Attrib::Count+1] =
  659. {
  660. {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
  661. {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
  662. {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
  663. {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1},
  664. {0, 0, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0},
  665. {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0},
  666. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
  667. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
  668. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
  669. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
  670. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
  671. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 5},
  672. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
  673. {0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
  674. D3DDECL_END()
  675. };
  676. void VertexDeclaration::create(const VertexDecl& _decl)
  677. {
  678. memcpy(&m_decl, &_decl, sizeof(VertexDecl) );
  679. dump(m_decl);
  680. D3DVERTEXELEMENT9 vertexElements[Attrib::Count+1];
  681. D3DVERTEXELEMENT9* elem = vertexElements;
  682. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  683. {
  684. if (0xff != _decl.m_attributes[attr])
  685. {
  686. uint8_t num;
  687. AttribType::Enum type;
  688. bool normalized;
  689. _decl.decode(Attrib::Enum(attr), num, type, normalized);
  690. memcpy(elem, &s_attrib[attr], sizeof(D3DVERTEXELEMENT9) );
  691. D3DDECLTYPE declType = D3DDECLTYPE(elem->Type);
  692. switch (type)
  693. {
  694. case AttribType::Uint8:
  695. if (normalized)
  696. {
  697. declType = D3DDECLTYPE_UBYTE4N;
  698. }
  699. else
  700. {
  701. declType = D3DDECLTYPE_UBYTE4;
  702. }
  703. break;
  704. case AttribType::Uint16:
  705. if (normalized)
  706. {
  707. switch (num)
  708. {
  709. default:
  710. case 2:
  711. declType = D3DDECLTYPE_SHORT2N;
  712. break;
  713. case 4:
  714. declType = D3DDECLTYPE_SHORT4N;
  715. break;
  716. }
  717. }
  718. else
  719. {
  720. switch (num)
  721. {
  722. default:
  723. case 2:
  724. declType = D3DDECLTYPE_SHORT2;
  725. break;
  726. case 4:
  727. declType = D3DDECLTYPE_SHORT4;
  728. break;
  729. }
  730. }
  731. break;
  732. case AttribType::Float:
  733. switch (num)
  734. {
  735. case 1:
  736. declType = D3DDECLTYPE_FLOAT1;
  737. break;
  738. case 2:
  739. declType = D3DDECLTYPE_FLOAT2;
  740. break;
  741. default:
  742. case 3:
  743. declType = D3DDECLTYPE_FLOAT3;
  744. break;
  745. case 4:
  746. declType = D3DDECLTYPE_FLOAT4;
  747. break;
  748. }
  749. break;
  750. default:
  751. BX_CHECK(false, "Invalid attrib type.");
  752. break;
  753. }
  754. elem->Type = declType;
  755. elem->Offset = _decl.m_offset[attr];
  756. ++elem;
  757. BX_TRACE("\tattr %d, num %d, type %d, norm %d, offset %d"
  758. , attr
  759. , num
  760. , type
  761. , normalized
  762. , _decl.m_offset[attr]
  763. );
  764. }
  765. }
  766. memcpy(elem, &s_attrib[Attrib::Count], sizeof(D3DVERTEXELEMENT9) );
  767. DX_CHECK(s_renderCtx.m_device->CreateVertexDeclaration(vertexElements, &m_ptr) );
  768. }
  769. void Shader::create(bool _fragment, const Memory* _mem)
  770. {
  771. m_constantBuffer = ConstantBuffer::create(1024);
  772. StreamRead stream(_mem->data, _mem->size);
  773. uint16_t count;
  774. stream.read(count);
  775. m_numPredefined = 0;
  776. BX_TRACE("Shader consts %d", count);
  777. uint8_t fragmentBit = _fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  778. for (uint32_t ii = 0; ii < count; ++ii)
  779. {
  780. uint8_t nameSize;
  781. stream.read(nameSize);
  782. char name[256];
  783. stream.read(&name, nameSize);
  784. name[nameSize] = '\0';
  785. uint8_t type;
  786. stream.read(type);
  787. uint8_t num;
  788. stream.read(num);
  789. uint16_t regIndex;
  790. stream.read(regIndex);
  791. uint16_t regCount;
  792. stream.read(regCount);
  793. const char* kind = "invalid";
  794. const void* data = NULL;
  795. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  796. if (PredefinedUniform::Count != predefined)
  797. {
  798. kind = "predefined";
  799. m_predefined[m_numPredefined].m_loc = regIndex;
  800. m_predefined[m_numPredefined].m_count = regCount;
  801. m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
  802. m_numPredefined++;
  803. }
  804. else
  805. {
  806. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  807. BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  808. if (NULL != info)
  809. {
  810. kind = "user";
  811. data = info->m_data;
  812. m_constantBuffer->writeUniformRef( (ConstantType::Enum)(type|fragmentBit), regIndex, data, regCount);
  813. }
  814. }
  815. BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
  816. , kind
  817. , name
  818. , type
  819. , num
  820. , regIndex
  821. , regCount
  822. );
  823. }
  824. uint16_t shaderSize;
  825. stream.read(shaderSize);
  826. m_constantBuffer->finish();
  827. const DWORD* code = (const DWORD*)stream.getDataPtr();
  828. if (_fragment)
  829. {
  830. DX_CHECK(s_renderCtx.m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) );
  831. }
  832. else
  833. {
  834. DX_CHECK(s_renderCtx.m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) );
  835. }
  836. }
  837. void Texture::createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt)
  838. {
  839. m_type = Texture2D;
  840. DX_CHECK(s_renderCtx.m_device->CreateTexture(_width
  841. , _height
  842. , _numMips
  843. , 0
  844. , _fmt
  845. , D3DPOOL_MANAGED
  846. , (IDirect3DTexture9**)&m_ptr
  847. , NULL
  848. ) );
  849. BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create texture (size: %dx%d, mips: %d, fmt: 0x%08x)."
  850. , _width
  851. , _height
  852. , _numMips
  853. , _fmt
  854. );
  855. }
  856. void Texture::createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt)
  857. {
  858. m_type = Texture3D;
  859. DX_CHECK(s_renderCtx.m_device->CreateVolumeTexture(_width
  860. , _height
  861. , _depth
  862. , _numMips
  863. , 0
  864. , _fmt
  865. , D3DPOOL_MANAGED
  866. , (IDirect3DVolumeTexture9**)&m_ptr
  867. , NULL
  868. ) );
  869. BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create volume texture (size: %dx%dx%d, mips: %d, fmt: 0x%08x)."
  870. , _width
  871. , _height
  872. , _depth
  873. , _numMips
  874. , _fmt
  875. );
  876. }
  877. void Texture::createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt)
  878. {
  879. m_type = TextureCube;
  880. DX_CHECK(s_renderCtx.m_device->CreateCubeTexture(_edge
  881. , _numMips
  882. , 0
  883. , _fmt
  884. , D3DPOOL_MANAGED
  885. , (IDirect3DCubeTexture9**)&m_ptr
  886. , NULL
  887. ) );
  888. BGFX_FATAL(NULL != m_ptr, Fatal::D3D9_UnableToCreateTexture, "Failed to create cube texture (edge: %d, mips: %d, fmt: 0x%08x)."
  889. , _edge
  890. , _numMips
  891. , _fmt
  892. );
  893. }
  894. uint8_t* Texture::lock(uint8_t _side, uint8_t _lod, uint32_t& _pitch, uint32_t& _slicePitch)
  895. {
  896. switch (m_type)
  897. {
  898. case Texture2D:
  899. {
  900. IDirect3DTexture9* texture = (IDirect3DTexture9*)m_ptr;
  901. D3DLOCKED_RECT rect;
  902. DX_CHECK(texture->LockRect(_lod, &rect, NULL, 0) );
  903. _pitch = rect.Pitch;
  904. _slicePitch = 0;
  905. return (uint8_t*)rect.pBits;
  906. }
  907. case Texture3D:
  908. {
  909. IDirect3DVolumeTexture9* texture = (IDirect3DVolumeTexture9*)m_ptr;
  910. D3DLOCKED_BOX box;
  911. DX_CHECK(texture->LockBox(_lod, &box, NULL, 0) );
  912. _pitch = box.RowPitch;
  913. _slicePitch = box.SlicePitch;
  914. return (uint8_t*)box.pBits;
  915. }
  916. case TextureCube:
  917. {
  918. IDirect3DCubeTexture9* texture = (IDirect3DCubeTexture9*)m_ptr;
  919. D3DLOCKED_RECT rect;
  920. DX_CHECK(texture->LockRect(D3DCUBEMAP_FACES(_side), _lod, &rect, NULL, 0) );
  921. _pitch = rect.Pitch;
  922. _slicePitch = 0;
  923. return (uint8_t*)rect.pBits;
  924. }
  925. }
  926. BX_CHECK(false, "You should not be here.");
  927. return NULL;
  928. }
  929. void Texture::unlock(uint8_t _side, uint8_t _lod)
  930. {
  931. switch (m_type)
  932. {
  933. case Texture2D:
  934. {
  935. IDirect3DTexture9* texture = (IDirect3DTexture9*)m_ptr;
  936. DX_CHECK(texture->UnlockRect(_lod) );
  937. }
  938. return;
  939. case Texture3D:
  940. {
  941. IDirect3DVolumeTexture9* texture = (IDirect3DVolumeTexture9*)m_ptr;
  942. DX_CHECK(texture->UnlockBox(_lod) );
  943. }
  944. return;
  945. case TextureCube:
  946. {
  947. IDirect3DCubeTexture9* texture = (IDirect3DCubeTexture9*)m_ptr;
  948. DX_CHECK(texture->UnlockRect(D3DCUBEMAP_FACES(_side), _lod) );
  949. }
  950. return;
  951. }
  952. BX_CHECK(false, "You should not be here.");
  953. }
  954. void Texture::create(const Memory* _mem, uint32_t _flags)
  955. {
  956. m_tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  957. m_tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  958. m_taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  959. m_minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  960. m_magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  961. m_mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  962. m_srgb = (_flags&BGFX_TEXTURE_SRGB) == BGFX_TEXTURE_SRGB;
  963. Dds dds;
  964. if (parseDds(dds, _mem) )
  965. {
  966. uint8_t bpp = dds.m_bpp;
  967. bool decompress = false;
  968. if (dds.m_cubeMap)
  969. {
  970. createCubeTexture(dds.m_width, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
  971. }
  972. else if (dds.m_depth > 1)
  973. {
  974. createVolumeTexture(dds.m_width, dds.m_height, dds.m_depth, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
  975. }
  976. else
  977. {
  978. createTexture(dds.m_width, dds.m_height, dds.m_numMips, s_textureFormat[dds.m_type].m_fmt);
  979. }
  980. if (decompress
  981. || TextureFormat::Unknown < dds.m_type)
  982. {
  983. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  984. {
  985. uint32_t width = dds.m_width;
  986. uint32_t height = dds.m_height;
  987. uint32_t depth = dds.m_depth;
  988. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  989. {
  990. width = uint32_max(1, width);
  991. height = uint32_max(1, height);
  992. depth = uint32_max(1, depth);
  993. Mip mip;
  994. if (getRawImageData(dds, side, lod, _mem, mip) )
  995. {
  996. uint32_t pitch;
  997. uint32_t slicePitch;
  998. uint8_t* bits = lock(side, lod, pitch, slicePitch);
  999. if (width != mip.m_width
  1000. || height != mip.m_height)
  1001. {
  1002. uint32_t srcpitch = mip.m_width*bpp;
  1003. uint8_t* temp = (uint8_t*)g_realloc(NULL, srcpitch*mip.m_height);
  1004. mip.decode(temp);
  1005. uint32_t dstpitch = pitch;
  1006. for (uint32_t yy = 0; yy < height; ++yy)
  1007. {
  1008. uint8_t* src = &temp[yy*srcpitch];
  1009. uint8_t* dst = &bits[yy*dstpitch];
  1010. memcpy(dst, src, srcpitch);
  1011. }
  1012. g_free(temp);
  1013. }
  1014. else
  1015. {
  1016. mip.decode(bits);
  1017. }
  1018. unlock(side, lod);
  1019. }
  1020. width >>= 1;
  1021. height >>= 1;
  1022. depth >>= 1;
  1023. }
  1024. }
  1025. }
  1026. else
  1027. {
  1028. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1029. {
  1030. for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod)
  1031. {
  1032. Mip mip;
  1033. if (getRawImageData(dds, 0, lod, _mem, mip) )
  1034. {
  1035. uint32_t pitch;
  1036. uint32_t slicePitch;
  1037. uint8_t* dst = lock(side, lod, pitch, slicePitch);
  1038. memcpy(dst, mip.m_data, mip.m_size);
  1039. unlock(side, lod);
  1040. }
  1041. }
  1042. }
  1043. }
  1044. }
  1045. else
  1046. {
  1047. StreamRead stream(_mem->data, _mem->size);
  1048. uint32_t magic;
  1049. stream.read(magic);
  1050. if (BGFX_MAGIC == magic)
  1051. {
  1052. uint16_t width;
  1053. stream.read(width);
  1054. uint16_t height;
  1055. stream.read(height);
  1056. uint8_t bpp;
  1057. stream.read(bpp);
  1058. uint8_t numMips;
  1059. stream.read(numMips);
  1060. stream.align(16);
  1061. D3DFORMAT fmt = 1 == bpp ? D3DFMT_L8 : D3DFMT_A8R8G8B8;
  1062. createTexture(width, height, numMips, fmt);
  1063. for (uint8_t mip = 0; mip < numMips; ++mip)
  1064. {
  1065. width = uint32_max(width, 1);
  1066. height = uint32_max(height, 1);
  1067. uint32_t pitch;
  1068. uint32_t slicePitch;
  1069. uint8_t* dst = lock(0, mip, pitch, slicePitch);
  1070. stream.read(dst, width*height*bpp);
  1071. unlock(0, mip);
  1072. width >>= 1;
  1073. height >>= 1;
  1074. }
  1075. }
  1076. else
  1077. {
  1078. //
  1079. }
  1080. }
  1081. }
  1082. void Texture::commit(uint8_t _stage)
  1083. {
  1084. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, m_minFilter) );
  1085. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, m_magFilter) );
  1086. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, m_mipFilter) );
  1087. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, m_tau) );
  1088. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, m_tav) );
  1089. if (m_type == Texture3D)
  1090. {
  1091. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSW, m_taw) );
  1092. }
  1093. #if BX_PLATFORM_WINDOWS
  1094. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, m_srgb) );
  1095. #endif // BX_PLATFORM_WINDOWS
  1096. DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_ptr) );
  1097. }
  1098. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1099. {
  1100. m_width = _width;
  1101. m_height = _height;
  1102. m_flags = _flags;
  1103. m_minFilter = s_textureFilter[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  1104. m_magFilter = s_textureFilter[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1105. createTextures();
  1106. }
  1107. void RenderTarget::createTextures()
  1108. {
  1109. if (0 != m_flags)
  1110. {
  1111. m_msaa = s_msaa[(m_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT];
  1112. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1113. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1114. m_depthOnly = (0 == colorFormat && 0 < depthFormat);
  1115. // CheckDeviceFormat D3DUSAGE_SRGBWRITE
  1116. if (m_depthOnly)
  1117. {
  1118. DX_CHECK(s_renderCtx.m_device->CreateRenderTarget(1
  1119. , 1
  1120. , D3DFMT_R5G6B5
  1121. , D3DMULTISAMPLE_NONE
  1122. , 0
  1123. , false
  1124. , &m_rt
  1125. , NULL
  1126. ) );
  1127. BGFX_FATAL(m_rt, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create 1x1 render target.");
  1128. DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
  1129. , m_height
  1130. , 1
  1131. , D3DUSAGE_DEPTHSTENCIL
  1132. , D3DFMT_DF24 //s_depthFormat[depthFormat]
  1133. , D3DPOOL_DEFAULT
  1134. , &m_depthTexture
  1135. , NULL
  1136. ) );
  1137. BGFX_FATAL(m_depthTexture, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth texture.");
  1138. DX_CHECK(m_depthTexture->GetSurfaceLevel(0, &m_depth) );
  1139. }
  1140. else
  1141. {
  1142. if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
  1143. {
  1144. DX_CHECK(s_renderCtx.m_device->CreateRenderTarget(m_width
  1145. , m_height
  1146. , s_colorFormat[colorFormat]
  1147. , m_msaa.m_type
  1148. , m_msaa.m_quality
  1149. , false
  1150. , &m_rt
  1151. , NULL
  1152. ) );
  1153. BGFX_FATAL(m_rt, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create MSAA render target.");
  1154. }
  1155. if (0 < colorFormat)
  1156. {
  1157. DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
  1158. , m_height
  1159. , 1
  1160. , D3DUSAGE_RENDERTARGET
  1161. , s_colorFormat[colorFormat]
  1162. , D3DPOOL_DEFAULT
  1163. , &m_colorTexture
  1164. , NULL
  1165. ) );
  1166. BGFX_FATAL(m_colorTexture, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create color render target.");
  1167. DX_CHECK(m_colorTexture->GetSurfaceLevel(0, &m_color) );
  1168. }
  1169. if (0 < depthFormat)
  1170. {
  1171. DX_CHECK(s_renderCtx.m_device->CreateDepthStencilSurface(m_width
  1172. , m_height
  1173. , s_depthFormat[depthFormat] // s_renderCtx.m_fmtDepth
  1174. , m_msaa.m_type
  1175. , m_msaa.m_quality
  1176. , FALSE
  1177. , &m_depth
  1178. , NULL
  1179. ) );
  1180. BGFX_FATAL(m_depth, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth stencil surface.");
  1181. }
  1182. }
  1183. }
  1184. }
  1185. void RenderTarget::destroyTextures()
  1186. {
  1187. if (0 != m_flags)
  1188. {
  1189. if (m_depthOnly)
  1190. {
  1191. DX_RELEASE(m_rt, 0);
  1192. DX_RELEASE(m_depth, 1);
  1193. DX_RELEASE(m_depthTexture, 0);
  1194. }
  1195. else
  1196. {
  1197. uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1198. uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1199. if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
  1200. {
  1201. DX_RELEASE(m_rt, 0);
  1202. }
  1203. if (0 < colorFormat)
  1204. {
  1205. DX_RELEASE(m_color, 1);
  1206. DX_RELEASE(m_colorTexture, 0);
  1207. }
  1208. if (0 < depthFormat)
  1209. {
  1210. DX_RELEASE(m_depth, 0);
  1211. }
  1212. }
  1213. }
  1214. }
  1215. void RenderTarget::commit(uint8_t _stage)
  1216. {
  1217. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MINFILTER, m_minFilter) );
  1218. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MAGFILTER, m_magFilter) );
  1219. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT) );
  1220. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP) );
  1221. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP) );
  1222. #if BX_PLATFORM_WINDOWS
  1223. DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, (m_flags&BGFX_RENDER_TARGET_SRGBWRITE) == BGFX_RENDER_TARGET_SRGBWRITE) );
  1224. #endif // BX_PLATFORM_WINDOWS
  1225. DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_depthOnly ? m_depthTexture : m_colorTexture) );
  1226. }
  1227. void RenderTarget::resolve()
  1228. {
  1229. #if BX_PLATFORM_WINDOWS
  1230. DX_CHECK(s_renderCtx.m_device->StretchRect(m_rt
  1231. , NULL
  1232. , m_color
  1233. , NULL
  1234. , D3DTEXF_NONE
  1235. ) );
  1236. #endif // BX_PLATFORM_WINDOWS
  1237. }
  1238. void ConstantBuffer::commit(bool _force)
  1239. {
  1240. reset();
  1241. do
  1242. {
  1243. uint32_t opcode = read();
  1244. if (ConstantType::End == opcode)
  1245. {
  1246. break;
  1247. }
  1248. ConstantType::Enum type;
  1249. uint16_t loc;
  1250. uint16_t num;
  1251. uint16_t copy;
  1252. decodeOpcode(opcode, type, loc, num, copy);
  1253. const char* data;
  1254. if (copy)
  1255. {
  1256. data = read(g_constantTypeSize[type]*num);
  1257. }
  1258. else
  1259. {
  1260. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1261. }
  1262. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1263. case ConstantType::_uniform: \
  1264. { \
  1265. _type* value = (_type*)data; \
  1266. s_renderCtx.m_device->SetVertexShaderConstant##_dxsuffix(loc, value, num); \
  1267. } \
  1268. break; \
  1269. \
  1270. case ConstantType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  1271. { \
  1272. _type* value = (_type*)data; \
  1273. s_renderCtx.m_device->SetPixelShaderConstant##_dxsuffix(loc, value, num); \
  1274. } \
  1275. break;
  1276. switch ((int32_t)type)
  1277. {
  1278. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1279. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1280. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1281. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1282. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1283. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1284. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1285. CASE_IMPLEMENT_UNIFORM(Uniform3x3fv, Matrix3fv, F, float);
  1286. CASE_IMPLEMENT_UNIFORM(Uniform4x4fv, Matrix4fv, F, float);
  1287. case ConstantType::End:
  1288. break;
  1289. default:
  1290. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1291. break;
  1292. }
  1293. #undef CASE_IMPLEMENT_UNIFORM
  1294. } while (true);
  1295. }
  1296. void TextVideoMemBlitter::setup()
  1297. {
  1298. uint32_t width = s_renderCtx.m_params.BackBufferWidth;
  1299. uint32_t height = s_renderCtx.m_params.BackBufferHeight;
  1300. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1301. s_renderCtx.setRenderTarget(rt, false);
  1302. D3DVIEWPORT9 vp;
  1303. vp.X = 0;
  1304. vp.Y = 0;
  1305. vp.Width = width;
  1306. vp.Height = height;
  1307. vp.MinZ = 0.0f;
  1308. vp.MaxZ = 1.0f;
  1309. DX_CHECK(s_renderCtx.m_device->SetViewport(&vp) );
  1310. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, FALSE) );
  1311. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS) );
  1312. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1313. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1314. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1315. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE) );
  1316. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
  1317. Material& material = s_renderCtx.m_materials[m_material.idx];
  1318. s_renderCtx.m_device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr);
  1319. s_renderCtx.m_device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr);
  1320. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1321. VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1322. DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  1323. DX_CHECK(s_renderCtx.m_device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1324. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1325. DX_CHECK(s_renderCtx.m_device->SetIndices(ib.m_ptr) );
  1326. float proj[16];
  1327. matrix_ortho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1328. PredefinedUniform& predefined = material.m_predefined[0];
  1329. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  1330. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, proj, 4);
  1331. s_renderCtx.m_textures[m_texture.idx].commit(0);
  1332. }
  1333. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1334. {
  1335. uint32_t numVertices = _numIndices*4/6;
  1336. s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  1337. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1338. DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST
  1339. , 0
  1340. , 0
  1341. , numVertices
  1342. , 0
  1343. , _numIndices/3
  1344. ) );
  1345. }
  1346. void Context::flip()
  1347. {
  1348. s_renderCtx.flip();
  1349. }
  1350. void Context::rendererInit()
  1351. {
  1352. s_renderCtx.init();
  1353. }
  1354. void Context::rendererShutdown()
  1355. {
  1356. s_renderCtx.shutdown();
  1357. }
  1358. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  1359. {
  1360. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1361. }
  1362. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  1363. {
  1364. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1365. }
  1366. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  1367. {
  1368. s_renderCtx.m_vertexDecls[_handle.idx].create(_decl);
  1369. }
  1370. void Context::rendererDestroyVertexDecl(VertexDeclHandle _handle)
  1371. {
  1372. s_renderCtx.m_vertexDecls[_handle.idx].destroy();
  1373. }
  1374. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  1375. {
  1376. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1377. }
  1378. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  1379. {
  1380. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1381. }
  1382. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  1383. {
  1384. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  1385. }
  1386. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1387. {
  1388. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1389. }
  1390. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  1391. {
  1392. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  1393. }
  1394. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  1395. {
  1396. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1397. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1398. }
  1399. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  1400. {
  1401. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  1402. }
  1403. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  1404. {
  1405. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  1406. }
  1407. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  1408. {
  1409. s_renderCtx.m_vertexShaders[_handle.idx].create(false, _mem);
  1410. }
  1411. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  1412. {
  1413. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  1414. }
  1415. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  1416. {
  1417. s_renderCtx.m_fragmentShaders[_handle.idx].create(true, _mem);
  1418. }
  1419. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  1420. {
  1421. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  1422. }
  1423. void Context::rendererCreateMaterial(MaterialHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  1424. {
  1425. s_renderCtx.m_materials[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  1426. }
  1427. void Context::rendererDestroyMaterial(FragmentShaderHandle _handle)
  1428. {
  1429. s_renderCtx.m_materials[_handle.idx].destroy();
  1430. }
  1431. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  1432. {
  1433. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  1434. }
  1435. void Context::rendererDestroyTexture(TextureHandle _handle)
  1436. {
  1437. s_renderCtx.m_textures[_handle.idx].destroy();
  1438. }
  1439. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1440. {
  1441. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  1442. }
  1443. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  1444. {
  1445. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  1446. }
  1447. void Context::rendererCreateUniform(UniformHandle _handle, ConstantType::Enum _type, uint16_t _num, const char* _name)
  1448. {
  1449. uint32_t size = BX_ALIGN_16(g_constantTypeSize[_type]*_num);
  1450. void* data = g_realloc(NULL, size);
  1451. s_renderCtx.m_uniforms[_handle.idx] = data;
  1452. s_renderCtx.m_uniformReg.reg(_name, s_renderCtx.m_uniforms[_handle.idx]);
  1453. }
  1454. void Context::rendererDestroyUniform(UniformHandle _handle)
  1455. {
  1456. g_free(s_renderCtx.m_uniforms[_handle.idx]);
  1457. }
  1458. void Context::rendererSaveScreenShot(Memory* _mem)
  1459. {
  1460. s_renderCtx.saveScreenShot(_mem);
  1461. }
  1462. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  1463. {
  1464. memcpy(s_renderCtx.m_uniforms[_loc], _data, _size);
  1465. }
  1466. void Context::rendererSubmit()
  1467. {
  1468. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "rendererSubmit");
  1469. s_renderCtx.updateResolution(m_render->m_resolution);
  1470. s_renderCtx.m_device->BeginScene();
  1471. if (0 < m_render->m_iboffset)
  1472. {
  1473. TransientIndexBuffer* ib = m_render->m_transientIb;
  1474. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  1475. }
  1476. if (0 < m_render->m_vboffset)
  1477. {
  1478. TransientVertexBuffer* vb = m_render->m_transientVb;
  1479. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  1480. }
  1481. m_render->sort();
  1482. RenderState currentState;
  1483. currentState.reset();
  1484. currentState.m_flags = BGFX_STATE_NONE;
  1485. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  1486. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1487. {
  1488. matrix_mul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  1489. }
  1490. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_FILLMODE, m_render->m_debug&BGFX_DEBUG_WIREFRAME ? D3DFILL_WIREFRAME : D3DFILL_SOLID) );
  1491. uint16_t materialIdx = bgfx::invalidHandle;
  1492. SortKey key;
  1493. uint8_t view = 0xff;
  1494. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  1495. float alphaRef = 0.0f;
  1496. D3DPRIMITIVETYPE primType = D3DPT_TRIANGLELIST;
  1497. uint32_t primNumVerts = 3;
  1498. uint32_t statsNumPrims = 0;
  1499. uint32_t statsNumIndices = 0;
  1500. int64_t elapsed = -bx::getHPCounter();
  1501. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  1502. {
  1503. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  1504. {
  1505. key.decode(m_render->m_sortKeys[item]);
  1506. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  1507. const uint64_t newFlags = state.m_flags;
  1508. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  1509. currentState.m_flags = newFlags;
  1510. if (key.m_view != view)
  1511. {
  1512. currentState.clear();
  1513. changedFlags = BGFX_STATE_MASK;
  1514. currentState.m_flags = newFlags;
  1515. PIX_ENDEVENT();
  1516. PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), "view");
  1517. view = key.m_view;
  1518. materialIdx = bgfx::invalidHandle;
  1519. if (m_render->m_rt[view].idx != rt.idx)
  1520. {
  1521. rt = m_render->m_rt[view];
  1522. s_renderCtx.setRenderTarget(rt);
  1523. }
  1524. Rect& rect = m_render->m_rect[view];
  1525. D3DVIEWPORT9 vp;
  1526. vp.X = rect.m_x;
  1527. vp.Y = rect.m_y;
  1528. vp.Width = rect.m_width;
  1529. vp.Height = rect.m_height;
  1530. vp.MinZ = 0.0f;
  1531. vp.MaxZ = 1.0f;
  1532. DX_CHECK(s_renderCtx.m_device->SetViewport(&vp) );
  1533. Clear& clear = m_render->m_clear[view];
  1534. if (BGFX_CLEAR_NONE != clear.m_flags)
  1535. {
  1536. D3DCOLOR color;
  1537. DWORD flags = 0;
  1538. if (BGFX_CLEAR_COLOR_BIT & clear.m_flags)
  1539. {
  1540. flags |= D3DCLEAR_TARGET;
  1541. uint32_t rgba = clear.m_rgba;
  1542. color = D3DCOLOR_RGBA(rgba>>24, (rgba>>16)&0xff, (rgba>>8)&0xff, rgba&0xff);
  1543. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA) );
  1544. }
  1545. if (BGFX_CLEAR_DEPTH_BIT & clear.m_flags)
  1546. {
  1547. flags |= D3DCLEAR_ZBUFFER;
  1548. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
  1549. }
  1550. if (BGFX_CLEAR_STENCIL_BIT & clear.m_flags)
  1551. {
  1552. flags |= D3DCLEAR_STENCIL;
  1553. }
  1554. if (0 != flags)
  1555. {
  1556. RECT rc;
  1557. rc.left = rect.m_x;
  1558. rc.top = rect.m_y;
  1559. rc.right = rect.m_x + rect.m_width;
  1560. rc.bottom = rect.m_y + rect.m_height;
  1561. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE) );
  1562. DX_CHECK(s_renderCtx.m_device->SetScissorRect(&rc) );
  1563. DX_CHECK(s_renderCtx.m_device->Clear(0, NULL, flags, color, clear.m_depth, clear.m_stencil) );
  1564. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
  1565. }
  1566. }
  1567. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, TRUE) );
  1568. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS) );
  1569. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
  1570. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
  1571. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
  1572. }
  1573. if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK
  1574. |BGFX_STATE_ALPHA_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE
  1575. |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
  1576. |BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE|BGFX_STATE_MSAA) & changedFlags)
  1577. {
  1578. if (BGFX_STATE_CULL_MASK & changedFlags)
  1579. {
  1580. uint32_t cull = (newFlags&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  1581. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_CULLMODE, s_cullMode[cull]) );
  1582. }
  1583. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  1584. {
  1585. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZWRITEENABLE, !!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  1586. }
  1587. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  1588. {
  1589. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  1590. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZENABLE, 0 != func) );
  1591. if (0 != func)
  1592. {
  1593. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ZFUNC, s_depthFunc[func]) );
  1594. }
  1595. }
  1596. if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags)
  1597. {
  1598. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  1599. alphaRef = ref/255.0f;
  1600. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHAREF, ref) );
  1601. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHATESTENABLE, !!(BGFX_STATE_ALPHA_TEST & newFlags) ) );
  1602. }
  1603. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  1604. {
  1605. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_POINTSIZE, castfu( (float)( (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) ) ) );
  1606. }
  1607. #if BX_PLATFORM_WINDOWS
  1608. if (BGFX_STATE_SRGBWRITE & changedFlags)
  1609. {
  1610. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, (newFlags&BGFX_STATE_SRGBWRITE) == BGFX_STATE_SRGBWRITE) );
  1611. }
  1612. #endif // BX_PLATFORM_WINDOWS
  1613. if (BGFX_STATE_MSAA & changedFlags)
  1614. {
  1615. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, (newFlags&BGFX_STATE_MSAA) == BGFX_STATE_MSAA) );
  1616. }
  1617. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  1618. {
  1619. uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
  1620. writeEnable |= (newFlags&BGFX_STATE_RGB_WRITE) ? D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE : 0;
  1621. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_COLORWRITEENABLE, writeEnable) );
  1622. }
  1623. if (BGFX_STATE_BLEND_MASK & changedFlags)
  1624. {
  1625. bool alphaBlendEnabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  1626. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, alphaBlendEnabled) );
  1627. // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, alphaBlendEnabled) );
  1628. if (alphaBlendEnabled)
  1629. {
  1630. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  1631. uint32_t src = blend&0xf;
  1632. uint32_t dst = (blend>>4)&0xf;
  1633. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRCBLEND, s_blendFactor[src]) );
  1634. DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_DESTBLEND, s_blendFactor[dst]) );
  1635. // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_SRCALPHA) );
  1636. // DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA) );
  1637. }
  1638. }
  1639. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  1640. primType = s_primType[primIndex];
  1641. primNumVerts = s_primNumVerts[primIndex];
  1642. }
  1643. bool materialChanged = false;
  1644. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  1645. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  1646. if (key.m_material != materialIdx)
  1647. {
  1648. materialIdx = key.m_material;
  1649. if (bgfx::invalidHandle == materialIdx)
  1650. {
  1651. s_renderCtx.m_device->SetVertexShader(NULL);
  1652. s_renderCtx.m_device->SetPixelShader(NULL);
  1653. }
  1654. else
  1655. {
  1656. Material& material = s_renderCtx.m_materials[materialIdx];
  1657. s_renderCtx.m_device->SetVertexShader( (IDirect3DVertexShader9*)material.m_vsh->m_ptr);
  1658. s_renderCtx.m_device->SetPixelShader( (IDirect3DPixelShader9*)material.m_fsh->m_ptr);
  1659. }
  1660. materialChanged =
  1661. constantsChanged = true;
  1662. }
  1663. if (bgfx::invalidHandle != materialIdx)
  1664. {
  1665. Material& material = s_renderCtx.m_materials[materialIdx];
  1666. if (constantsChanged)
  1667. {
  1668. Material& material = s_renderCtx.m_materials[materialIdx];
  1669. material.m_vsh->m_constantBuffer->commit(materialChanged);
  1670. material.m_fsh->m_constantBuffer->commit(materialChanged);
  1671. }
  1672. for (uint32_t ii = 0, num = material.m_numPredefined; ii < num; ++ii)
  1673. {
  1674. PredefinedUniform& predefined = material.m_predefined[ii];
  1675. uint8_t flags = predefined.m_type&BGFX_UNIFORM_FRAGMENTBIT;
  1676. switch (predefined.m_type&(~BGFX_UNIFORM_FRAGMENTBIT) )
  1677. {
  1678. case PredefinedUniform::ViewRect:
  1679. {
  1680. float rect[4];
  1681. rect[0] = m_render->m_rect[view].m_x;
  1682. rect[1] = m_render->m_rect[view].m_y;
  1683. rect[2] = m_render->m_rect[view].m_width;
  1684. rect[3] = m_render->m_rect[view].m_height;
  1685. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
  1686. }
  1687. break;
  1688. case PredefinedUniform::ViewTexel:
  1689. {
  1690. float rect[4];
  1691. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  1692. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  1693. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &rect[0], 1);
  1694. }
  1695. break;
  1696. case PredefinedUniform::View:
  1697. {
  1698. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, m_render->m_view[view].val, uint32_min(4, predefined.m_count) );
  1699. }
  1700. break;
  1701. case PredefinedUniform::ViewProj:
  1702. {
  1703. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProj[view].val, uint32_min(4, predefined.m_count) );
  1704. }
  1705. break;
  1706. case PredefinedUniform::Model:
  1707. {
  1708. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1709. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, model.val, uint32_min(state.m_num*4, predefined.m_count) );
  1710. }
  1711. break;
  1712. case PredefinedUniform::ModelViewProj:
  1713. {
  1714. Matrix4 modelViewProj;
  1715. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1716. matrix_mul(modelViewProj.val, model.val, viewProj[view].val);
  1717. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1718. }
  1719. break;
  1720. case PredefinedUniform::ModelViewProjX:
  1721. {
  1722. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  1723. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1724. {
  1725. 0.5f, 0.0f, 0.0f, 0.0f,
  1726. 0.0f, 0.5f, 0.0f, 0.0f,
  1727. 0.0f, 0.0f, 0.5f, 0.0f,
  1728. 0.5f, 0.5f, 0.5f, 1.0f,
  1729. };
  1730. uint8_t other = m_render->m_other[view];
  1731. Matrix4 viewProjBias;
  1732. matrix_mul(viewProjBias.val, viewProj[other].val, s_bias);
  1733. Matrix4 modelViewProj;
  1734. matrix_mul(modelViewProj.val, model.val, viewProjBias.val);
  1735. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, modelViewProj.val, uint32_min(4, predefined.m_count) );
  1736. }
  1737. break;
  1738. case PredefinedUniform::ViewProjX:
  1739. {
  1740. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  1741. {
  1742. 0.5f, 0.0f, 0.0f, 0.0f,
  1743. 0.0f, 0.5f, 0.0f, 0.0f,
  1744. 0.0f, 0.0f, 0.5f, 0.0f,
  1745. 0.5f, 0.5f, 0.5f, 1.0f,
  1746. };
  1747. uint8_t other = m_render->m_other[view];
  1748. Matrix4 viewProjBias;
  1749. matrix_mul(viewProjBias.val, viewProj[other].val, s_bias);
  1750. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, viewProjBias.val, uint32_min(4, predefined.m_count) );
  1751. }
  1752. break;
  1753. case PredefinedUniform::AlphaRef:
  1754. {
  1755. s_renderCtx.setShaderConstantF(flags, predefined.m_loc, &alphaRef, 1);
  1756. }
  1757. break;
  1758. default:
  1759. BX_CHECK(false, "predefined %d not handled", predefined.m_type);
  1760. break;
  1761. }
  1762. }
  1763. }
  1764. // if (BGFX_STATE_TEX_MASK & changedFlags)
  1765. {
  1766. uint64_t flag = BGFX_STATE_TEX0;
  1767. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  1768. {
  1769. const Sampler& sampler = state.m_sampler[stage];
  1770. Sampler& current = currentState.m_sampler[stage];
  1771. if (current.m_idx != sampler.m_idx
  1772. || current.m_flags != sampler.m_flags
  1773. || materialChanged)
  1774. {
  1775. if (bgfx::invalidHandle != sampler.m_idx)
  1776. {
  1777. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  1778. {
  1779. case BGFX_SAMPLER_TEXTURE:
  1780. s_renderCtx.m_textures[sampler.m_idx].commit(stage);
  1781. break;
  1782. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  1783. s_renderCtx.m_renderTargets[sampler.m_idx].commit(stage);
  1784. break;
  1785. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  1786. // id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id;
  1787. break;
  1788. }
  1789. }
  1790. else
  1791. {
  1792. DX_CHECK(s_renderCtx.m_device->SetTexture(stage, NULL) );
  1793. }
  1794. }
  1795. current = sampler;
  1796. flag <<= 1;
  1797. }
  1798. }
  1799. if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || materialChanged)
  1800. {
  1801. currentState.m_vertexBuffer = state.m_vertexBuffer;
  1802. uint16_t handle = state.m_vertexBuffer.idx;
  1803. if (bgfx::invalidHandle != handle)
  1804. {
  1805. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  1806. uint16_t decl = vb.m_decl.idx == bgfx::invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  1807. VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  1808. DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
  1809. DX_CHECK(s_renderCtx.m_device->SetVertexDeclaration(vertexDecl.m_ptr) );
  1810. }
  1811. else
  1812. {
  1813. DX_CHECK(s_renderCtx.m_device->SetStreamSource(0, NULL, 0, 0) );
  1814. }
  1815. }
  1816. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  1817. {
  1818. currentState.m_indexBuffer = state.m_indexBuffer;
  1819. uint16_t handle = state.m_indexBuffer.idx;
  1820. if (bgfx::invalidHandle != handle)
  1821. {
  1822. IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  1823. DX_CHECK(s_renderCtx.m_device->SetIndices(ib.m_ptr) );
  1824. }
  1825. else
  1826. {
  1827. DX_CHECK(s_renderCtx.m_device->SetIndices(NULL) );
  1828. }
  1829. }
  1830. if (bgfx::invalidHandle != currentState.m_vertexBuffer.idx)
  1831. {
  1832. uint32_t numVertices = state.m_numVertices;
  1833. if (UINT32_C(0xffffffff) == numVertices)
  1834. {
  1835. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  1836. uint16_t decl = vb.m_decl.idx == bgfx::invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  1837. VertexDeclaration& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  1838. numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
  1839. }
  1840. uint32_t numIndices = 0;
  1841. uint32_t numPrims = 0;
  1842. if (bgfx::invalidHandle != state.m_indexBuffer.idx)
  1843. {
  1844. if (BGFX_DRAW_WHOLE_INDEX_BUFFER == state.m_startIndex)
  1845. {
  1846. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  1847. numPrims = numIndices/primNumVerts;
  1848. DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(primType
  1849. , state.m_startVertex
  1850. , 0
  1851. , numVertices
  1852. , 0
  1853. , numPrims
  1854. ) );
  1855. }
  1856. else if (primNumVerts <= state.m_numIndices)
  1857. {
  1858. numIndices = state.m_numIndices;
  1859. numPrims = numIndices/primNumVerts;
  1860. DX_CHECK(s_renderCtx.m_device->DrawIndexedPrimitive(primType
  1861. , state.m_startVertex
  1862. , 0
  1863. , numVertices
  1864. , state.m_startIndex
  1865. , numPrims
  1866. ) );
  1867. }
  1868. }
  1869. else
  1870. {
  1871. numPrims = numVertices/primNumVerts;
  1872. DX_CHECK(s_renderCtx.m_device->DrawPrimitive(primType
  1873. , state.m_startVertex
  1874. , numPrims
  1875. ) );
  1876. }
  1877. statsNumPrims += numPrims;
  1878. statsNumIndices += numIndices;
  1879. }
  1880. }
  1881. PIX_ENDEVENT();
  1882. }
  1883. int64_t now = bx::getHPCounter();
  1884. elapsed += now;
  1885. static int64_t last = now;
  1886. int64_t frameTime = now - last;
  1887. last = now;
  1888. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  1889. {
  1890. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugstats");
  1891. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  1892. static int64_t next = now;
  1893. if (now >= next)
  1894. {
  1895. next = now + bx::getHPFrequency();
  1896. double freq = double(bx::getHPFrequency() );
  1897. double toMs = 1000.0/freq;
  1898. double elapsedCpuMs = double(elapsed)*toMs;
  1899. tvm.clear();
  1900. uint16_t pos = 10;
  1901. tvm.printf(10, pos++, 0x8e, " Frame: %3.4f [ms] / %3.2f", frameTime*toMs, freq/frameTime);
  1902. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms]"
  1903. , m_render->m_num
  1904. , elapsedCpuMs
  1905. );
  1906. tvm.printf(10, pos++, 0x8e, " Prims: %7d", statsNumPrims);
  1907. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  1908. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  1909. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  1910. uint8_t attr[2] = { 0x89, 0x8a };
  1911. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  1912. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", m_render->m_waitSubmit*toMs);
  1913. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", m_render->m_waitRender*toMs);
  1914. }
  1915. m_textVideoMemBlitter.blit(tvm);
  1916. PIX_ENDEVENT();
  1917. }
  1918. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  1919. {
  1920. PIX_BEGINEVENT(D3DCOLOR_RGBA(0x40, 0x40, 0x40, 0xff), "debugtext");
  1921. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  1922. PIX_ENDEVENT();
  1923. }
  1924. s_renderCtx.m_device->EndScene();
  1925. }
  1926. }
  1927. #endif // BGFX_CONFIG_RENDERER_DIRECT3D